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gswartz

UV coloring - blue, red, gray

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I just had my first go at creating uvs with 3dcoat and I want to kick myself for spending 3.5 hours doing the same job in modo last night that took me about 15 minutes tonight.  Oh well, now I know what tool to use in the future.  However I noticed on the uv map that certain polygons around my characters mouth corners were overlapping.  As I moved the vertices around to clean it up, some of the uv polygons turned red or blue.  I think I understand that this is supposed to indicate stretching, but I'm not sure.  Regardless, even if it is, what does red mean vs blue?  I've gone through the uv section of the manual but didn't see an explanation of this (though I'm sure I could have missed it).  Thanks!

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Hi!

 

 

Red means that the area is too tight, and vertices need to be moved apart from one another in that area. Blue means things are too far apart, and the vertices need to be moved closer to one another in that area. Gray means things are just right.

 

Hope that helps!

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I'm working on some UVs right now, and I just moved some red-area verts closer to each other and they turned blue, so I'm not sure that right... Unless I misunderstood what you are saying.

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Thanks but after experimenting, it does indeed appear to the reverse of your explanation.  Regardless, as long as we're moving toward gray, I guess that's all that's really important, right?  Thanks again

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I was wondering also, I check in another software with the grid numbers, squares, etc,... I don't really see any stretching or odd sizes.

Ok now in 3D Coat I will get some red and blue.

Now if the uv is going to an image size I did in Photoshop. There's no way of making it clear grey..without the blue or red.

I guess if I had an idea whether to upscale or downscale the image in P.S.. Is it really worth the extra effort??!!!

I would have thought that I have room and should make the image a decent size filling the uv texture space....??? Because sometimes I will start with a texture layout.

Edited by FreezeFrame

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When ordering my UVs, I enlarge visible areas (turning them red) and shrink non-visible areas (turning them blue). What should I do? :huh:

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Thanks but after experimenting, it does indeed appear to the reverse of your explanation.  Regardless, as long as we're moving toward gray, I guess that's all that's really important, right?  Thanks again

 

Sorry about that. :) I am using multiple applications, each of them are a little different. I believe I confused 3DC with Modo in this case?

 

I was wondering also, I check in another software with the grid numbers, squares, etc,... I don't really see any stretching or odd sizes.

Ok now in 3D Coat I will get some red and blue.

Now if the uv is going to an image size I did in Photoshop. There's no way of making it clear grey..without the blue or red.

I guess if I had an idea whether to upscale or downscale the image in P.S.. Is it really worth the extra effort??!!!

I would have thought that I have room and should make the image a decent size filling the uv texture space....??? Because sometimes I will start with a texture layout.

 

 

When ordering my UVs, I enlarge visible areas (turning them red) and shrink non-visible areas (turning them blue). What should I do? :huh:

 

 

Not much if this is what you want. 3DC will also color code polys based on relative size to each other. So it can be a little confusing when working with UVs. It's relative size of vertex to vertex, and poly to poly.

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I would like to mention that even if you get very large or very small polygons and you get saturated red or blue polys, and you know your UVs are laid out fairly well, there is no cause for alarm. Your UV map is probably just fine and you can do your texturing. It's just 3DC saying "Hey, your polygons are slightly disproportionate from one another!".

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At 11:00 this video show a little interaction with colors

 

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