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I have a mesh that some how a couple verts are not welded and have split ends. Not sure where it happened, in Blender 3D or 3D Coat after unwrapping? I had some issues in Blender with unwelded verts after deleting faces and adding new faces/loops. Anyways.... Can I weld vertices within the UV template preview window, from the retopo or UV room? It's a very tiny area on the mesh and there's no way in the viewport. I could use the applink back to Blender to weld. Just wondering........
The uv tools are easy enough. I've seen many character uv's and basically know the idea behind it, to do my first unwrapping for an animation character anyways. I ran into a problem where when marking the seams on my characters head area. I used the autopo because of a pain area! Worked great. For some reason though when placing my seams in certain spots and unwrapping, my mesh part would be off of unwrapping symmetrically. All other islands were ok. I noticed some spirally loops(not spirally seams) in a couple areas on that part of the mesh. Could this cause the pull of out of symmetry islands? I also have few triangles in this part of the mesh I wasn't worried about, but may try and rmove them. All quads next time!! Basically I found a sweet spot for this mesh part with the seams and it was close anyways and no overlaps except one spirally loop area around a tooth joined to the mesh(.. So I may stick with it or edit those spiral loops and see the result.....tomorrow. Just curious what it could be so I can avoid it in the future.