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 Post subject: UV stamping
PostPosted: 15 Mar 2011, 20:16 
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Joined: 02 Dec 2009, 17:59
Posts: 206
Hey chaps, quick question, when I want to get UVs into photoshop for painting it invariably involves creating a blank image.tif first so that I can put it behind the uvs in softimage to stamp onto. Bit of a hassle. Wondered if I'm doing things a very old school way and there is an easier way to get the UVs out?

For example it wouldn't be too hard for si to have a white image clip in the same location as the noicon/checkerboard clips.
That and a few simple export options like size of output would be enormously useful.

cheers


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 Post subject: Re: UV stamping
PostPosted: 16 Mar 2011, 01:04 
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Joined: 17 Nov 2009, 18:46
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I use a white solid (sized to the resolution I want to export), as well..

You could import that object into Photoshop (as obj) and use 3D/Create UV Overlays.


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 Post subject: Re: UV stamping
PostPosted: 16 Mar 2011, 09:50 
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Joined: 17 Feb 2010, 16:13
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exactly. it stamps the size which the displayed texture has. i load in 2048k/4096k/8192k black jpegs and stamp the UV.

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 Post subject: Re: UV stamping
PostPosted: 16 Mar 2011, 12:53 
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I guess what I'm saying is that it would be nice to have a maya style stamp uvs option, rather than having to navigate to an image that I've created at the size I need.

Didn't know about the photoshop 3d option, sounds like as much work to export an obj as to stamp in softimage though ;)


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 Post subject: Re: UV stamping
PostPosted: 16 Mar 2011, 20:46 
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Yeah, maybe a pain to export the obj, but the benefit is that you can also paint directly on model as well as UV tile.

Not sure if painting across seams has been fixed in CS5 though. Anybody try?


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 Post subject: Re: UV stamping
PostPosted: 08 Jun 2011, 15:12 
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Joined: 01 Mar 2010, 01:01
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Hey guys, i dont want to start a new thread about this.
I know it might be a stupid question, but i have this problem with the UVs in the texture editor.
When i put clip in size 1024x2048 for stamping, my UVs scale very badly!
Is there a easy way to ignore this scaling of the uvs ???


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 Post subject: Re: UV stamping
PostPosted: 08 Jun 2011, 16:12 
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Joined: 09 Jul 2009, 08:59
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Location: Close to The Hague, Netherlands
you're probably using a different ratio for the stamp image? Then yes, UV's will scale.
Or there's a option nowadays somewhere in the TE that can lock this....

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 Post subject: Re: UV stamping
PostPosted: 15 Feb 2012, 17:03 
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Joined: 28 Sep 2011, 10:33
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mattmos wrote:
For example it wouldn't be too hard for si to have a white image clip in the same location as the noicon/checkerboard clips.

You could put your black image files in your User folder. (C:\Users\user\Autodesk\Softimage_2011_SP2)

And in your Texture Editor, import clip, click on Path and select User.

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