illusory
10-26-2007, 01:33 AM
Hello everyone,
It seems XSI is geared toward wanting to make a single UV map for an object, which is great for games, but i'm trying to do a high-res character at the moment, and i need to have a few UV maps on my character. How does one go about this?
When i try to make a uv map for a cluster, it includes all the polys in the whole object -- i only want the polys on the cluster to be on the UV map.
So i tried extracting polygons from a cluster, applying a UV map to it, and then copying that UV map back to the original cluster. Well, at first XSI crashed every time i tried this. Later, i tried it experimentally with a sphere, and it copied ok, but the UVs were screwed up when i went to apply a texture to the cluster -- i suspect a point order change during the extraction? I vaguely remember someone saying how to stop XSI from doing this...does anyone know? Picture below shows problem.
I'm sure there are plenty folks who need to make several UV maps for a character at times (like, head/shoulders, torso, legs, arms), and certainly at least sometimes you want your character to be all one object, yes? Will you please share your method for doing this? So far I can only manage it when importing a Lightwave object, where this was done in LW -- when PO works....
In my current case, I have textures already made for these differentareas of the character. They aren't very good, and i don't mind making new ones, but I would like to use a different image for these different areas for several reasons. One is to not make any one texture too large, but still get good resolution. Another is to be able to use them (separately) in Zbrush, and get high enough resolution, working on one part at a time. Another reason is that Bodypaint can use these different textures nicely and make the seams seamless.
I'd sure love to hear that this way of UVing is possible in XSI...if you have a way, please describe.
thanks for any assistance,
NJ
Image shows the proper Uvs on hemisphere on right, which was extracted from the sphere. Sphere on left shows transferred UVs from extraction, not mapping properly, and below shows the texture editor view of the faulty UVs.
It seems XSI is geared toward wanting to make a single UV map for an object, which is great for games, but i'm trying to do a high-res character at the moment, and i need to have a few UV maps on my character. How does one go about this?
When i try to make a uv map for a cluster, it includes all the polys in the whole object -- i only want the polys on the cluster to be on the UV map.
So i tried extracting polygons from a cluster, applying a UV map to it, and then copying that UV map back to the original cluster. Well, at first XSI crashed every time i tried this. Later, i tried it experimentally with a sphere, and it copied ok, but the UVs were screwed up when i went to apply a texture to the cluster -- i suspect a point order change during the extraction? I vaguely remember someone saying how to stop XSI from doing this...does anyone know? Picture below shows problem.
I'm sure there are plenty folks who need to make several UV maps for a character at times (like, head/shoulders, torso, legs, arms), and certainly at least sometimes you want your character to be all one object, yes? Will you please share your method for doing this? So far I can only manage it when importing a Lightwave object, where this was done in LW -- when PO works....
In my current case, I have textures already made for these differentareas of the character. They aren't very good, and i don't mind making new ones, but I would like to use a different image for these different areas for several reasons. One is to not make any one texture too large, but still get good resolution. Another is to be able to use them (separately) in Zbrush, and get high enough resolution, working on one part at a time. Another reason is that Bodypaint can use these different textures nicely and make the seams seamless.
I'd sure love to hear that this way of UVing is possible in XSI...if you have a way, please describe.
thanks for any assistance,
NJ
Image shows the proper Uvs on hemisphere on right, which was extracted from the sphere. Sphere on left shows transferred UVs from extraction, not mapping properly, and below shows the texture editor view of the faulty UVs.
