Jump to content
3DCoat Forums

hiding uv-groups for paintroom


adrianr01
 Share

Recommended Posts

  • Member

Hi, working on a character, i have uvs for different parts, like jacket, head, pants, shoes, ..

what i want to do is work/paint on each group seperatly, i have found that hiding the uvs in the uv tab is a good way to do this, but this also means that i have to go back to uv tab each time i need to shift part and do the unhide/hide

i see there is an option for saving hidden faces to a mask, but this doesn't save the hidden faces i hide in the uv tab, is there a way?

if not please some option for saving hide/unhide state

and question about the layersystem for multiple objects, wouldnt it be clearer that every object has its own layersystem or would that not work?

Link to comment
Share on other sites

  • Reputable Contributor

If you merged in separate objects under File/merge object like say pants, shirts into the paint room with their own uv map, then just use the object tab like the material tab to hide and unhide the separate models or lock them...

Link to comment
Share on other sites

  • Member

wel for gaming content, its better to keep everything in one mesh, like a character and have just one uvmap with all the different parts, only something like sword should be a different object

i think this is just missing, and can be easely fixed by having a way to store hidden faces, and the best way to hide the parts is by uv island or even some selected faces,

the problem with the current face hiding option is that you only can brush away some faces and save that selection mask , so its not accurate or fast.

Link to comment
Share on other sites

  • Contributor

wel for gaming content, its better to keep everything in one mesh, like a character and have just one uvmap with all the different parts, only something like sword should be a different object

i think this is just missing, and can be easely fixed by having a way to store hidden faces, and the best way to hide the parts is by uv island or even some selected faces,

the problem with the current face hiding option is that you only can brush away some faces and save that selection mask , so its not accurate or fast.

With Hide Tool,just Double-clicking on connected polys hide them.For sub-objects on my game models it works lightning fast.

Link to comment
Share on other sites

  • Member

With Hide Tool,just Double-clicking on connected polys hide them.For sub-objects on my game models it works lightning fast.

i dont get it, are all your polygroups not connected as a single mesh? like hands, face , arms, etc.. , the only way to seperate this groups is by uv i think, but im still learning the best way to do my game models

so if you got advice on this please tell

Link to comment
Share on other sites

  • Reputable Contributor

and if you think about it, you can paint on different uv-islands in the 2dview why not be able to filter out that island and paint in 3dview?

You can filter it out by masking or hiding the polygons by uv island in the texture editor window and "paint" in the 3D view with the uv texture editor opened or closed your choice.

(it hides the polygons in the 3dview not the texture uv editor)

I put a picture up that explains the process, What works for hiding also works for masking.

Edit: In the picture I meant to say the texture menu, not view menu,

I updated the picture to the correct menu...

post-518-12763940195017_thumb.jpg

Link to comment
Share on other sites

  • Member

You can filter it out by masking or hiding the polygons by uv island in the texture editor window and "paint" in the 3D view with the uv texture editor opened or closed your choice.

(it hides the polygons in the 3dview not the texture uv editor)

I put a picture up that explains the process, What works for hiding also works for masking.

Edit: In the picture I meant to say the texture menu, not view menu,

I updated the picture to the correct menu...

oh man thats great! thanx for the help, just didn't think on using hide faces on the texture map, and its pretty quick, almost no need to save masks! thanx again

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...