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View Full Version : UV Maps: how to mirror them to save time- Help!



blabberlicious
11-03-2003, 06:49 PM
The Problem:

I UV mapped half of a head using planar projection, tidied up the mesh and was hoping (vainly) that I could simply:
1. Mirror the geometary
2. Drag & flip the duplicate UVs into their own space
3. Line up both sets of Uvs
4. Save myself a heap of time - rather than tweaking UV for both sides of the figure.

I've read many (non lightwave) tutorials that demonstarte this...

Well...it seemed to work fine, but after I re-joined (welded - would let me merge) the two halves of the head, I ended up with nasty seams that won't go away - no matter how hard I weld, adjust the geometary, etc.

Can somene tell me what I'm doing wrong????


Whats the RIGHT WAY of doing this???


I'm sure many of you must be using this technique to cut the time you spend preparing models & UVs for painting....

...and it seems pretty straightforward.

Or so I thought :-(


Any help greatly appreciated

JDaniel
11-03-2003, 09:37 PM
It could be because you need to delete the endomorf you unwelded for your uv projection.

Chad_Shadow
11-05-2003, 01:45 PM
i am not totally sure if this works, but as a suggestion:

Why to flip your UV ? Flip the half modeled face after baking it....

Since UV textures were based on Planar projections, why don't u: 1- freeze Half of the head
2- Bake it
3- then flip it horizantally
4- Weld the connecting points

I'd really love to know what will be the end result !!!
I was going to start the same issue myself next week, you will save me a hell of time if i know what will happen hehehehe :D

Best of luck in your work :rolleyes:

Chad_Shadow
11-05-2003, 02:22 PM
i was just browsing www.flay.com for some plugins ....
i passed by a useful plugin (free) for your problem : UVTools

check it, it does UV Symmetrie and other interesting stuff ...

;) Good luck again