Jump to content
3DCoat Forums

UncleOx

Member
  • Posts

    7
  • Joined

  • Last visited

Profile Information

  • Gender
    Male
  • Location
    South Africa

UncleOx's Achievements

Newbie

Newbie (1/11)

0

Reputation

  1. Thank you for your willingness & patience to help me with this. I tried your suggestion but it doesn't look like this is going to solve my problem. However, your suggestion helps me out with another way of getting the map symmetrical. It involves a little extra manual work but not remotely as much as I had to do before.
  2. Thanks for the suggestion. The head is a loose object so the seam you are refering to, is an open edge. I tried marking it in any case but it didn't effect the UV map at all. However, I was playing around with it a bit and I discovered that the problem becomes much less pronounced if I split the back of the head completely from the front. A seam that doesn't create an island but runs down the center edge makes the problem worse. In BodyPaint 3D there's an option to pin vertices so that a "Relax" action doesn't effect them. What I usually do in BodyPaint, is to select the center vertices and scale them to 0% perpendicular to the direction of the center edge. I would then pin them down and relax the UV. In that way my map would be 100% symmetrical. Does 3D Coat have similar functions to this? I read somewhere on this forum (can't find the post again right now) that you can scale vertices as I discribed above but, apart from the manipulator gizmo, I can't find a scale option in the UV room. Thanks for the patience and the help.
  3. Thank you for the reply. I've unwrapped a second head to make sure that it wasn't an issue unique to the first head. On the second head, the center line was also skewed so I took a screen grab of that one while I was busy. In the attached image, I've indicated the skewed center line in red. There are some overlapping UVs on this map but the other one had no overlapping UVs so I don't think that is a factor. The model is 100% symmetrical and you'll notice my seams are symmetrical as well. Thanks in advance
  4. Hi There I'm absolutely loving 3D Coat's UV unwrapping. Just a quick question: I want to unwrap a character so that the UV map itself on EG. the head, ends up being symmetrycal. The character is symmetrical but even with symmetry switched on, the center edge on the UV map ends up being skewed instead of being a straight line as expected on a symmetrical map. As a result the the polygons on the map aren't symmetrical either. Marking seams does work symmetrically but the map itself is not. Is there a way in which I can get the map symmetrical? I need the UV's not to overlap so a game character type map won't work. Thanks in advance
  5. Thank you very, very much for the help and for the speed of your response. I appreciate it tremendously.
  6. Hi I actually have 2 questions with which I need help if you don't mind. I am busy tweaking an imported retopo mesh and, as reference, I'm using another model that I've imported as a vertex paint model. However, the imported retopo mesh already has a UV map which I don't want to lose but the chequered UV pattern on the retopo mesh is making it very difficult to distinguish subtle shapes on the underlying vertex model. My 2 questions are as folows: 1. Is it possible to disable the chequered UV pattern on the retopo mesh in the retopo room while tweaking the mesh and, if so, how? 2. While searching for some way of disabling the UV pattern, I clicked on the UV room button and realized that I couldn't see my retopo mesh there. Since my retopo mesh already has a UV map, this question is not really relevant to this particular situation but it's still something I'd like to know - How do I bring a retopo mesh over to the UV room? I'd really appreciate it if someone could help me please. Thanks in advance
  7. Hi I bought 3D Coat at the very end of last year and I only got round to the forums now. I'll be using it as part of my animation pipeline and mainly for retopo and UV mapping.
×
×
  • Create New...