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raw-m
11-18-2013, 09:00 AM
Any recommendations for 3rd party apps? LWs UVing is driving me crazy! I can't seem to do anything without unwelding and jumping through a whole lot of pain to get what I'm after.

I'm happy to hear about paid solutions, anything as long as its OS X compatible! I'm mainly mapping geometric or hard bodied objects, not really character stuff. Anything that could keep my object sub patched would be great but understand if that's not possible.

Sensei
11-18-2013, 09:53 AM
3rd party external uv mapping app for sure won't support LW custom sub-patches..
They could support only cc.
But differences, as long as no n-gons are used, might be not noticeable.

JoePoe
11-18-2013, 11:55 AM
As a Mac user myself, I feel your pain. What version lightwave? Are you using the new ABF unwrap?

raw-m
11-18-2013, 12:25 PM
11.6. I've been getting some nice results with the ABF tool. It's when it comes editing that I struggle, esp if subpatched. Unless I start unwelding points, copying and pasting etc. strange distortions start popping up. The most reliable method I've found is unwelding everything, create a morph, flatten everything and move pieces around, wrap a square plane around it and planar map it..... Not always possible and not for the light hearted! Any suggestion welcome :D

pinkmouse
11-18-2013, 12:29 PM
Have you tried using subpatch mode in UV interpolation? I had the same sort of problems when texturing the chair model below until I discovered it.

raw-m
11-18-2013, 12:32 PM
Hello, no, what's that? On way home now so will check it in the morning :D

probiner
11-18-2013, 01:18 PM
Well, it's like you UV mesh is a unwelded morph and it has Subpatch applied to it. It helps a lot for have regular 2D textures to be set on Subpatch models. You should definitely look into it.

Cheers

JoePoe
11-18-2013, 02:21 PM
Raw-m.... it would help to see the type of distortion(s) you're getting.

Probiner has a very nice little chart showing the different UV interpolation types and their distortions. Not seeing it on his site though. Maybe if we ask real nice :)
(I can't find it here)

JoePoe
11-18-2013, 03:29 PM
Got it!
(and the thread (http://forums.newtek.com/showthread.php?100351-3D-Painting-Seamless-Rendering-UV-maps-for-Subdivision-Models) it came from.)



Made an image with the different UV Interpolation methods and what other softwares support it:

https://dl.dropboxusercontent.com/u/143766132/Infographics/UV_Comparison_tn.png (https://dl.dropboxusercontent.com/u/143766132/Infographics/UV_Comparison.png)

Sloppy but someone might find useufull. Couldn't find anythings conclusive about Houdini, for example.

Cheers

Skonk
11-18-2013, 03:36 PM
Got it!

Holy crap... was looking at the fullsize version of that image for a while then realised it worked as a stereogram :)

Go cross eyed while you focus more on the right side of the image.

wesleycorgi
11-18-2013, 06:09 PM
3dCoat perhaps? modo? That's what I've been using recently for UV.

probiner
11-18-2013, 07:31 PM
Holy crap... was looking at the fullsize version of that image for a while then realised it worked as a stereogram :)

Go cross eyed while you focus more on the right side of the image.

Sorry for the damage, poor choice of colors for contrast :D What did you see? :O

raw-m
11-19-2013, 09:11 AM
So after you have created your UVs, its a case of flipping thorough the UV Interpolation until you find one that suits?

There seem to be a lot of guess work when doing UVs that I find hard to get my head round. All I want is to match up UV layout to an XY design/texture made in photoshop (which is why I like wrapping objects in a square plane and planar mapping) - I don't want to eyeball moving and scaling of ploys in the UV viewport to get close fit - I want precision :D!

dirtydog
11-19-2013, 01:39 PM
You might want to try UVlayout over at http://www.uvlayout.com/index.php?option=com_frontpage&Itemid=1 , you can pelt in polygon mode rather than subd, which might help when bringing back into Lightwave for sub patching, it also has hard surface tools and it supports Mac's.

Greenlaw
11-19-2013, 03:06 PM
Just want to pitch in my vote for UVLayout. I use it for all objects where I absolutely need to avoid stretching or other deform issues. It takes a bit of getting used to because you have to memorize a lot of shortcuts to use it effectively. But once you get that down, it's the best tool out there.

My second choice is 3D-Coat--fast and intuitive and can produce results almost as accurate as UVLayout. I use it routinely if I'm already working in 3D Coat.

G.

raw-m
11-20-2013, 01:14 AM
That looks really interesting, hadn't heard of that one. Will take a look.

chikega
11-20-2013, 06:14 AM
Here are a couple tutorials with previews on UVLayout. It's a great application. If you don't happen to have a sculpting and painting app like ZBrush, then it may be more cost effective to purchase 3dCoat for $379 USD in comparison to UVLayout at $300 USD.

http://online.cg-masters.com/videos/introduction-to-uv-layout

http://cmivfx.com/store/481-UV+Layout

raw-m
11-21-2013, 03:03 AM
Thanks for everyones input. I don't have a sculpting package so I might push the boat out a little and think about considering 3d Coat or Zbrush. Since you can paint directly on geometry I would image that the UVs generated are pretty much spot on.

CaptainMarlowe
11-21-2013, 10:54 AM
Here are a couple tutorials with previews on UVLayout. It's a great application. If you don't happen to have a sculpting and painting app like ZBrush, then it may be more cost effective to purchase 3dCoat for $379 USD in comparison to UVLayout at $300 USD.

I second this. 3D-Coat has very efficient UV tools. I use them constantly, even more than painting functions.