UV stamping

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mattmos
Posts: 445
Joined: 02 Dec 2009, 15:59

UV stamping

Post by mattmos » 15 Mar 2011, 18:16

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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dwigfor
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Joined: 17 Nov 2009, 16:46

Re: UV stamping

Post by dwigfor » 15 Mar 2011, 23:04

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.

caledonian_tartan
Posts: 253
Joined: 17 Feb 2010, 14:13

Re: UV stamping

Post by caledonian_tartan » 16 Mar 2011, 07:50

exactly. it stamps the size which the displayed texture has. i load in 2048k/4096k/8192k black jpegs and stamp the UV.
SI 2015 @ WIN7-64

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mattmos
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Joined: 02 Dec 2009, 15:59

Re: UV stamping

Post by mattmos » 16 Mar 2011, 10:53

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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dwigfor
Posts: 395
Joined: 17 Nov 2009, 16:46

Re: UV stamping

Post by dwigfor » 16 Mar 2011, 18:46

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?

pimeto
Posts: 47
Joined: 28 Feb 2010, 23:01

Re: UV stamping

Post by pimeto » 08 Jun 2011, 13:12

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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Rork
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Joined: 09 Jul 2009, 06:59
Location: Close to The Hague, Netherlands

Re: UV stamping

Post by Rork » 08 Jun 2011, 14:12

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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myara
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Joined: 28 Sep 2011, 08:33

Re: UV stamping

Post by myara » 15 Feb 2012, 15:03

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.
M.Yara
Character Modeler | Softimage Generalist (sort of)