Hello,
Is there a way to merge multiple UVs into one ? For example if my model had multiple clustered materials and each cluster had its own set of UVs, can I merge all UVs into one ?
If this is possible, it will save me the trouble of having to select each individual cluster to edit the UVs or materials.
Also, how do you go about editing your model that has multiple UVs and clustered materials in a 3rd party sculpting application like ZBrush or Mudbox ?
Thanks,
XF
Merge multiple UVs ?
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myara
- Posts: 406
- Joined: 28 Sep 2011, 08:33
Re: Merge multiple UVs ?
You can't merge UV properties because all of them have all the samples. But you can use copy & paste. Just select the UVs you want(you can select members from the poly clusters), in the Texture Editor CTRL+C, select the UV property you want to paste on and CTRL+V. Delete the first UV property, rinse and repeat.
I never use multiple UVs unless it is necessary. It always make it difficult to successfully export your data to another package.
I never use multiple UVs unless it is necessary. It always make it difficult to successfully export your data to another package.
M.Yara
Character Modeler | Softimage Generalist (sort of)
Character Modeler | Softimage Generalist (sort of)
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forton
- Posts: 210
- Joined: 25 Nov 2011, 16:57
Re: Merge multiple UVs ?
You can use ice to get and set data from and to uv's.
They are just 3D vectors, U,V,W.
You need to create a new UVmap as a target, after that you can freeze the icetree.
They are just 3D vectors, U,V,W.
You need to create a new UVmap as a target, after that you can freeze the icetree.
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xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Re: Merge multiple UVs ?
Thanks myara, I'll give that a try.myara wrote:You can't merge UV properties because all of them have all the samples. But you can use copy & paste. Just select the UVs you want(you can select members from the poly clusters), in the Texture Editor CTRL+C, select the UV property you want to paste on and CTRL+V. Delete the first UV property, rinse and repeat.
I never use multiple UVs unless it is necessary. It always make it difficult to successfully export your data to another package.
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xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Re: Merge multiple UVs ?
Thanks forton for the feedback. Unfortunately I'm not an ICE person. Maybe if you could post a quick sample image of the connection nodes for my reference, I could give it a shot.forton wrote:You can use ice to get and set data from and to uv's.
They are just 3D vectors, U,V,W.
You need to create a new UVmap as a target, after that you can freeze the icetree.
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forton
- Posts: 210
- Joined: 25 Nov 2011, 16:57
Re: Merge multiple UVs ?
No time to really test it, you also can use an "if" or "case" node instead of add in combination with clusters.
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myara
- Posts: 406
- Joined: 28 Sep 2011, 08:33
Re: Merge multiple UVs ?
I haven't tried that tree but you're basically mixing two sample collections with all the samples but with different UV coordinates. That won't end up well.
You'll have to work that ICE tree a lot to make it work like you want.
If you don't need any real time updating solution, then ICE wouldn't make much sense.
Remember that in Softimage you can copy and paste UV coordinates from selected samples between different UV properties, even with different objects. Don't expect good results with objects with different sample count or numbering though.
You'll have to work that ICE tree a lot to make it work like you want.
If you don't need any real time updating solution, then ICE wouldn't make much sense.
Remember that in Softimage you can copy and paste UV coordinates from selected samples between different UV properties, even with different objects. Don't expect good results with objects with different sample count or numbering though.
M.Yara
Character Modeler | Softimage Generalist (sort of)
Character Modeler | Softimage Generalist (sort of)
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xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 01:08
Re: Merge multiple UVs ?
The disadvantage with ICE is that it is aimed at TD people. So in short it is a user friendly solution for Technical Directors. While it is powerful, it is still a deal breaker for me as an Artist. One node or setting out of place can ruin the whole thing.
I'm sticking to mYara's method as it is quick, simple and straight forward. I've tried it out my self and it works like a charm.
Thanks for taking the time to reference the ICE tree for me nonetheless.
Best,
XF
I'm sticking to mYara's method as it is quick, simple and straight forward. I've tried it out my self and it works like a charm.
Thanks for taking the time to reference the ICE tree for me nonetheless.
Best,
XF