MOI+MODO Test

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 From:  andy (ANDYJAGGY)
3873.1 
I modeled this quick object in Moi and took it into Modo.

The primary purpose was to see how well the UV coordinates from Moi would work for painting in Modo. I wanted to test it out before I tried it on a more complex project. The results were good enough that I think I can avoid having to redo the UV maps for my Moi meshes.





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 From:  Michael Gibson
3873.2 In reply to 3873.1 
Hi Andy, this turned out great! So the only thing that you're doing in Modo is applying the "pack UV" command to make each chunk of UVs into its own separate sub region within the full texture square?

Where is that pack UV command located in the Modo UI?

- Michael
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 From:  Frenchy Pilou (PILOU)
3873.3 
Very convincing result!
---
Pilou
Is beautiful that please without concept!
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 From:  PaQ
3873.4 In reply to 3873.2 
Hi Michael,

The UV packing is on the UV tab, or in the Up Menu : Texture / UV Operators / Pack ...

The tool could be more powerfull, especially when dealing with uvs coming from MoI.
The automatic stretch option dont work that well, many uv island could be stretch much more on one uv axis to keep the ratio square.





On more complex objects (with lot of trims), there are often overlaping uvs after the packing.

Ill take some time to report the problem on the beta forum, maybe the tool will receive some love in the futur.

EDITED: 3 Dec 2015 by PAQ

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 From:  andy (ANDYJAGGY)
3873.5 In reply to 3873.4 
Yes you still get some stretching. BUT... if you are painting with a 3D painting tool it automatically corrects for the distortion as you are painting, which is why it worked so well. Now if I was going to try painting it in Photoshop the default UV's would definitely not work very well.

Andy
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