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brekehan
04-15-2009, 07:59 PM
Consider the basic cube.
I made a texture that is 768X128 in Photoshop.
Each face of the cube texture is 128X128.

I followed a suggested format of +x, -x, +y, -y, +z, -z
In case I want to use it as a cube map later.

Question is in Maya, my cube has 8 vertices, 2 triangles per side.

So, when facing front I mapped the top right UV to .833, 1.0
So now, when facing the right side, it's top left vertex is the same. So, the UV is the same. I can't map it to 0,1 like I need to.

What does one do in this instance?

Am I forced to create my photoshop image a certain way such that all the shared UVs can be at the same spot on the texture?

scarface1
04-15-2009, 08:56 PM
just select thhe cube go to uv texture editor select the edge you want the uvs to be not shared and in uv texture editor window select polygons>cutUvs
goodLuck

FrizzleFry0
04-15-2009, 09:06 PM
Are you trying to create a UV map that doesn't have any seams? It will be impossible to actually have each shared UV sit on the same spot unless you planar map your UVs from a camera; this will create more problems though because you'll have overlapping faces.

If you are trying to utilize a 768x128 texture file to perfectly fit all the faces then you can do an automatic map and sew the edges together so it forms a long strip for four of the faces. The remaining two faces that can't sew correctly can just be placed at the end of the strip manually.

brekehan
04-15-2009, 10:26 PM
just select thhe cube go to uv texture editor select the edge you want the uvs to be not shared and in uv texture editor window select polygons>cutUvs
goodLuck

I don't know how cut and sew works.
I selected the left edge of my +z side, clicked polygons->cut uvs, and noticed no change. When I move the UV, all the 'uv edges' still move with it.

EDIT:
Ohhhh, wait!
If I change my selection mode to face, select a face, then change my selection mode to point, select the uv, then move it, I see they seperated! Yay! that's exactly what I wanted.

Now another question is why do the UVs show values like 1.0 or 0.0 in Maya, but when I export to ASCII I see values that are like 0.00026749e-008 instead of 0? It makes it hard to recognize my UV. Just an annoyance.

brekehan
04-15-2009, 11:56 PM
New question:

As a result of moving UVs around and cutting them, sometimes two UVs lie at the exact same position. I cannot select them by clicking a vertex in the main Maya window because that one vertex sometimes has the two vertices on top of eachother.

How can I select a UV that belongs to a selected face in order to tell which I am dealing with?

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