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[SOLVED] how to make overlapping UVs unique ?


kirkl
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Yes I am working in current UV set ( the only one that exists :defaultMat)   

 

The object is a few instanced armco rails that had its own original flat front projected unwrap originally.   Now I want to make front, backside and edges of each instanced rail having its own unique UV space.

 

First 3 buttons do not anything at all.

 

"Auto scale"  separates front and backside  and multiple  edge segments too.   But still every object that was an instance of each other in modelling soft  have their corresponding UV parts overlapped and nothing separates them until I shift them a bit manually.     It's not a problem for a few things , but once you have a huge amount of initially instanced small objects like bolts for example , it turns to be virtually  impossible.

 

I hoped shuffle button  should do what I want but in fact  it doesn't work at all 

 

ps. to be precise Auto packs do  place uv islands another way sometimes,  but not separate overlapping ones  at all.

 

 

Just tried it with a few simple  instanced cubes. No way 3d coat could make them unique in UV space

Edited by kirkl
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https://www.dropbox.com/s/jd6uombrlrimznm/temp.fbx?dl=0

 

Here is cubes example. Sorry, I can't share my work model without permission.     But I guess if you could make it working for cubes sides I would use the same solution for anything.

 

 

ps, Actually I like how auto packers work in 3d coat. Much quicker than anywhere else I know of. Too bad they can't separate instances   

Edited by kirkl
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i duno if its a bug or how 3DC handle fbx* seams, but you right is not working... let me ask dev team about this

* exporting as dae give other result ?

 

will you please try this

- Unwrap first

- and then PackUV2

 

hope it help

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Problem is I already have almost  perfect "straight" unwrap for such things like rails and curved pipes  comes from just how I model them.    "Unwrap" button will turn them into bent zigzagged islands .  In fact I need only pack and auto scale. 

 

Looks like it's not fbx dependent . In comes the same from obj also 

Edited by kirkl
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