Member Ma3rk Posted January 30, 2016 Member Report Share Posted January 30, 2016 I'm sure this is a common occurance and I say conundrum as I'm not sure it's entirely a problem from a painting paint of view. However, for sake of really liking to have the control & understanding how to manipulate what & when I need, how do I get around this: It appears that I have two distinct islands and can use the 3D viewport's select island function: but my result is that both halves get selected I guess as their UV's are entirely overlapping I'm guessing. How do I get them seperated? Is there some other selection tool I'm forgetting? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 30, 2016 Reputable Contributor Report Share Posted January 30, 2016 This might be easier to figure out if you can share the file here, though the cloud or in a private pm... I know that might not be possible but good to ask anyway... Quote Link to comment Share on other sites More sharing options...
Member Ma3rk Posted January 31, 2016 Author Member Report Share Posted January 31, 2016 (edited) Zipped, the .3b file it crunches down to 2.6 megs so let's see if I can simply attach it here. Nothing propriatary; just a reworking of something I found years ago that figured would make a good painting excersize. There are probably other issues but this one so far has me stopped. GoldFishCoat.zip Edited January 31, 2016 by Ma3rk Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 31, 2016 Reputable Contributor Report Share Posted January 31, 2016 (edited) Here is the fixed fish obj... I used import reference mesh from the new menu. I think the retopo room is easier to work with than the uv room when fixing problems. Attached image shows you where I created the new seam to break apart the one uv island Second image shows a problem area in your mesh, It effects both fins. you will need to fix these areas. I move the eyes to the same uv set... lower right hand part to the uv set. They are red simply because they get a different amount of texture space. They are not stretched. You can remove them if you so desire... fish.zip Edited January 31, 2016 by digman Quote Link to comment Share on other sites More sharing options...
Member Ma3rk Posted January 31, 2016 Author Member Report Share Posted January 31, 2016 I'll have to study what you're refering to. In essence though, you found some errant geometry it sounds. OK. This was coming from Lightwave (I see I didn't mention that in this post, did in an earlier one). I'd like to see if I can find & fix in Modeler. I was seeing the oddness in the fins as well but was going to assk about that seperately. In short, I need to go over the geom. Thanks. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 31, 2016 Reputable Contributor Report Share Posted January 31, 2016 (edited) I'll have to study what you're refering to. In essence though, you found some errant geometry it sounds. OK. This was coming from Lightwave (I see I didn't mention that in this post, did in an earlier one). I'd like to see if I can find & fix in Modeler. I was seeing the oddness in the fins as well but was going to assk about that seperately. In short, I need to go over the geom. Thanks. Good idea to go over the mesh... The problem areas includes the front of both fins as well at the bottom, I did not fix any of those type of errors only the retopo mesh. Nice fish by the way... Edited January 31, 2016 by digman Quote Link to comment Share on other sites More sharing options...
Member Ma3rk Posted January 31, 2016 Author Member Report Share Posted January 31, 2016 I guess part of what I'm testing is workflow coming out of Lightwave. Is there any advantage woking with it's LWO format vs. OBJ. Should I import object as a subpatched mesh vs poly faces? Which OBJ export options do I need or need to ignore? Those sorts of things Oh, and what prep do I need to do in Lightwave to seperate out the the needed layers in 3DC? It doesn't seem to go by Modeler's Layer scheme but rather by surface name. I know it split up some earlier fiddling around but was paying attention to other things to understand what happened. For the mostpart, 3DC seems fine with the .lwo's so if I can stick with that the better. It's coming back to me now though that there were some mirroring issues that don't show up when in sub-D mode. I'm still not sure what process you performed that split body island that looked seperate but isn't. Perhaps you'd detail a bit. Thanks. Quote Link to comment Share on other sites More sharing options...
Member Ma3rk Posted February 1, 2016 Author Member Report Share Posted February 1, 2016 OK. I whanged on it some more and figured out what wasn't clicking with my wetware the 3DCoat process. I went back to the model in LW and found & fixed some things that would happen when mirroring the geometry. Fixed a couple poly flow issues around the fins as well. Marking seams is quite the Art & Science, Trial and Error, ah HA! type process I'm finding. The biggest revelation was that I needed to perform the Update Islands task, then re-unwrap. Until I got everthing in it's seperate spot, I couldn't perform the flipping & rotating of the UVs w/o mucking the companion side. That and learning the difference between Pack UV and PackUV2. Happy to report that I believe I've sorted it out & ready to carry on. I wanted to be able to get entirely though the process to create a genuine UV. I tried the PTex route as well which seemed idiot proof, right out of the box paint & (I think sculpt) right on your model & not have to worry about anything not being seamless. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.