These tools essentially provide those functions which allow you to mark seams for the “Unwrapping” process:

Add Clusters: Use LMB to mark the cluster (UV Islands) center on faces. Click the cluster again to delete it.
Like the geometry they represent, UV points can be connected together to form a larger shape that is referred to as a UV shell in Maya, a UV island in Softimage and a UV cluster in 3ds Max.
Despite their different names in different applications, they serve a common purpose. Often when working with these shells, some of them may overlap in the UV editor. If this happens the texture will appear to repeat. Unless there is a specific need for it, as there sometimes is with game textures, overlapping UV shells should generally be avoided.

Mark seams: Let’s you mark a dis contiguous set of connected edges. Mark seams on the UV-Map. CTRL+LMB unmarks a seam.

Edge loops: Selects and marks contiguous edge loops on your topology. Mark entire edge loops on the UV-Map. Use CTRL+LMB to unmark them.

UV Path: Allows the selection of vertices which are interpreted by 3DCoat to provide the path for a connected series of edges. Put path along shortest path (under certain criterion) between several points. Click to add points or split line, use RMB or double-click to remove points. Press ENTER to mark seams, CTRL ENTER to delete seams. Use different criterion to adjust path flow.

Join Clusters: Hover the seam between the clusters and click to remove the whole seam and join clusters.
If the highlighted seams are red, the resulting summary islands have self-intersections or too big square trash. If it is green, the summary island has no self-intersections and square trash is no more than 1/2.

*Retopo Room Pt.3: UV Edit:** This video touches on some of the UV tools in the Retopo Room during this walk-through.

  • general/retopo_workspace/manual_retopo/uv_tools.txt
  • Last modified: 2022/08/15 11:21
  • by carlosan