Advanced Member sculptactive Posted January 28, 2015 Advanced Member Report Share Posted January 28, 2015 Ok instead of marking seams as I per norm in Modo I just selected all the edges then unwrapped the object. The result is as seen in the image attached. Lots of little quads a bit like a ptex map, but disorganised. When opened in 3DC it textured ok and back in Modo it rendered ok, so whats the catch!! It seems so simple and such an easy way to create a map there must be something wrong in doing it this way otherwise no one would bother selecting and marking seams. Confused! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 28, 2015 Report Share Posted January 28, 2015 Your method looks similar to Blender Lightmap Pack There was a thread open at Polycount asking for: Modo UV editor equivalent to Blender 'Lightmap Pack' ? Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted January 28, 2015 Contributor Report Share Posted January 28, 2015 The biggest problem is, if you unwrap it in that way, it is very hard to work with that in PS, Gimp or other Painting Apps. Without Highpoly and the ability to rebake your textures, it is nearly impossiible to do some changes. The next problems are visible seams. Maybe it looks ok in 3d coat and Modo, but there are far more Apps out there that could have trouble with it. Game Engines like Unreal or Unity or Render Engines like Vray or Octane. Less seams guaranteed less Problems in more Apps. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted January 28, 2015 Reputable Contributor Report Share Posted January 28, 2015 (edited) Not good for animation as you need good polygon edge flow topology for proper deformation... Yes, you could have good edge flow in the model but these kind of uv maps tend to make us not worry about such things plus all those seams and the possible problems you could have with them in an animation... You might have problems with real displacement too but that again is renderer depended. That kind of UV set is not without use for stills if your renderer is fine with it. Makes life easy and if it is for personal use, why not>>> You can export out a ptex model with just a regular uv set. See picture... It does not do a very good job of optimizing the texture space. After exporting the model import it again and go to the uv room and use PackUv2 to get better texture space layout for your islands if a normal map is associated with it otherwise you can just do the regular unwrapping. Update the uv set and you are done. I am just letting you know it can be done in 3DC,not efficient but possible. Edited January 28, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Advanced Member sculptactive Posted January 28, 2015 Author Advanced Member Report Share Posted January 28, 2015 Yep, thought there would be several reason why not too. Thanks for the replies. Back to making UV seams.... 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.