mesh wishes for 1.X and beyond
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 From:  jbshorty
836.15 
Here is an example of UV nesting, exported from Rhino as OBJ into Modo. You can see that all 26 faces in the polysurface are sharing the UV space with no overlapping. this makes it much easier to deal with texture mapping. And yes, i know this is a heavily tesselated mesh but that wasn't the point!!! :)

jonah
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 From:  Schbeurd
836.16 
Thanks,

It's perfectly clear now !
It's really a cool way to do the UV mapping for you ! ;-) Definitely something I'd like to see in MoI as soon as possible. So useful with texturing software that use projection painting, where you don't really need UV "continuity" (like Modo or ZBrush). You virtually don't need to edit your UV map by hand anymore with that option ! Maybe just scale or move some of the parts in the UV space...

Is there any way you can control it in Rhino (for example to force some parts to "stay together" ?)
Would such control be possible in MoI ?

Can't wait for it ! ;-)

EDITED: 14 Aug 2007 by SCHBEURD

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 From:  Michael Gibson
836.17 In reply to 836.16 
> Would such control be possible in MoI ?

I don't know - it is pretty hard to imagine how to control that without a pretty elaborate UI...

Some programs can automatically calculate this kind of separation for you in their UV editors, for example I'm pretty sure someone has mentioned Blender can do it. But I'm not familiar enough with its UV editor to be able to give you the details.

- Michael
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 From:  Schbeurd
836.18 In reply to 836.17 
>> Some programs can automatically calculate this kind of separation for you in their UV editors, for example I'm pretty sure someone has mentioned Blender can do it. But I'm not familiar enough with its UV editor to be able to give you the details.

Yes, you can usually do that in UV editors, by selecting the parts you want to UV and where the seams will be. I was more thinking at some sort of "pre-process" during the creation of UV map with UV nesting. It's some sort of "lazy" solution... ;-)
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 From:  jbshorty
836.19 In reply to 836.18 
mmm. lazy good. work bad... :)
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 From:  Michael Gibson
836.20 In reply to 836.18 
I think you should already have a natural seam in the UV coordinates for all the polygons that make up each face in a solid. Like for instance when you have a cylinder, UV coordinates are not shared along the seam of the cylinder, only 3D points are shared there. I wouldn't think you should have to manually specify seams.

Anyway, it would definitely be more convenient to have this done automatically instead of needing to do an extra editing step.

That's kind of one of the additional nice things of using a NURBS modeler, since every NURBS surface has its own UV space you get a UV mapping for everything automatically.

- Michael
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 From:  Michael Gibson
836.21 In reply to 836.4 
Hi Jonah, that file-overwrite-on-cancel bug you reported earlier in this thread is fixed in that latest patch update.

Thanks,
- Michael
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 From:  jbshorty
836.22 In reply to 836.21 
very cool! thanks Michael...

jonah
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 From:  jbshorty
836.23 
i just noticed that Modo 301 will have a UV nesting function called "UV Pack". So that's good news for export Moi meshes...

jonah
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