Blythe's UVs have been remade! More importantly, I have devised a couple scripts that help me do this much quicker now that I've done it once and is some-what tolerant of UV changes.
In the upper-right corner, you have the UVs as they were cut and unwrapped by me. The upper-left corner is the UV space as it was before any UV work was done. As you can see, Blythe diverged from Rederick prior to his UVs being created.
The lower-left UV set uses the scripts and as you can see is very nearly identical, except that a few things were placed in different areas. For dynamic fur experiments, this isn't an issue, but it would mess with texture maps, so those are on hold for a bit. I have a few ideas how to resolve this.
The lower right image is of the UVs with the same scripts applied, but with a different shape for the tail (a whip-like shape where dynamic fur will provide the volume on the tail.) As you can see, placement differs substantially more for many shells. The import part was that the scripts were able to identify nearly all of the correct edges to cut on their own. I only had to hand select a small number of them. This should greatly speed up experimentation and allow alot more UV-specific functions to be fooled around with!
I'll probably go over the PyMel used in the scripts sometime soon.
In the upper-right corner, you have the UVs as they were cut and unwrapped by me. The upper-left corner is the UV space as it was before any UV work was done. As you can see, Blythe diverged from Rederick prior to his UVs being created.
The lower-left UV set uses the scripts and as you can see is very nearly identical, except that a few things were placed in different areas. For dynamic fur experiments, this isn't an issue, but it would mess with texture maps, so those are on hold for a bit. I have a few ideas how to resolve this.
The lower right image is of the UVs with the same scripts applied, but with a different shape for the tail (a whip-like shape where dynamic fur will provide the volume on the tail.) As you can see, placement differs substantially more for many shells. The import part was that the scripts were able to identify nearly all of the correct edges to cut on their own. I only had to hand select a small number of them. This should greatly speed up experimentation and allow alot more UV-specific functions to be fooled around with!
I'll probably go over the PyMel used in the scripts sometime soon.
Category Scraps / Abstract
Species Unspecified / Any
Size 1280 x 1280px
File Size 2.41 MB
Listed in Folders
"upper-left corner is the UV space as it was before any UV work was done"
Oh... when I saw the picture, I thought it was what happens when you bring a dozen green laser pointers into a mirror museum during a power outage.
Interesting stuff, though. I thought UV mapping always had to be done by hand given that the geometry can be tricky. Guess I was wrong.
Oh... when I saw the picture, I thought it was what happens when you bring a dozen green laser pointers into a mirror museum during a power outage.
Interesting stuff, though. I thought UV mapping always had to be done by hand given that the geometry can be tricky. Guess I was wrong.
Technically, it was done by hand, I just automated the process of repeating it :P. Not even very well. It's still a bit problematic. I did a write up of it on my thread in the Phoenix Forum with some snippits of the code. I'll probably copy it over to a journal sometime soon.
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