and the UV looks like this:
Splitting UV's?
Moderator: Moderators
- IndianaJoe
- 1st Lieutenant

- Posts: 425
- Joined: Sun Jun 07, 2009 11:21 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: ♦♠Lining up a headshot.♠♦
Splitting UV's?
I am trying to put a head from Faceworx on one of my models, it looks good in faceworx, but when I put it in XSI it looks like this:
Problem is only in the back, the front is a secret.
and the UV looks like this:
if you can see it, i have a few points selected on the UV, is there a way to split the UV so it maps to each side and does not stretch across the middle?
Hidden/Spoiler:
and the UV looks like this:
Hidden/Spoiler:
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: Splitting UV's?
Of course there is a way. You'll first have to create your own texture for use on the back of the head of that unit, then you're going to have to re-UV that part.
- IndianaJoe
- 1st Lieutenant

- Posts: 425
- Joined: Sun Jun 07, 2009 11:21 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: ♦♠Lining up a headshot.♠♦
Re: Splitting UV's?
i'm horrible at skinning, i am trying to use the generated Faceworx texture.mswf wrote:Of course there is a way. You'll first have to create your own texture for use on the back of the head of that unit, then you're going to have to re-UV that part.
*holds out for other opinions*
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: Splitting UV's?
It seems pretty obvious to me that you won't get a pre-generated skin from the back of the head, since faceworks doesn't seem to be covering that.
- IndianaJoe
- 1st Lieutenant

- Posts: 425
- Joined: Sun Jun 07, 2009 11:21 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: ♦♠Lining up a headshot.♠♦
Re: Splitting UV's?
it covers half the back of the head perfectly. it just joins them at the back, causing an ugly face stretch.
BTW, there is a "split" UV function what is that? it doesn't do anything when i click it.
Hidden/Spoiler:
-
kinetosimpetus
- Imperial Systems Expert

- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Splitting UV's?
In the image uv editer, turn on 'tearing' the 'T' button. Select the polygon with the bad uv with raycast select. Edit the uv for the poly.
Hope that was helpful.
Edit: fixed touch screen keyboard typig fail
Hope that was helpful.
Edit: fixed touch screen keyboard typig fail
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: Splitting UV's?
Oh well, if that's all, it seems to me that you'll simply have to trial and error and see try to get the textures to align well.
- IndianaJoe
- 1st Lieutenant

- Posts: 425
- Joined: Sun Jun 07, 2009 11:21 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: ♦♠Lining up a headshot.♠♦
Re: Splitting UV's?
thanks I'll try that when I'm at my modeling comp.kinetosimpetus wrote:In the image uv editer, turn on 'tearing' the 'T' button. Select the polygon with the bad uv with raycast select. Edit the uv for the poly.
Hope that was helpful.
Edit: fixed touch screen keyboard typig fail
kinetosimpetus wrote:typig fail
-
kinetosimpetus
- Imperial Systems Expert

- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Splitting UV's?
Yeah, its much easier to make typos on a touch screen than with a physical keyboard.
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Splitting UV's?
What you can do is try and go one step less on the polygon reduction tool you used that may clean it up. Just looking at the UV map sorry to say but that is one ugly map.
As for splitting UVs the easiest way to do that would be to split the polygon it is associated with, this can be easily done by adding an edge.
As for splitting UVs the easiest way to do that would be to split the polygon it is associated with, this can be easily done by adding an edge.
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: Splitting UV's?
If I were you, I would delete all leftside polys (looking from behind) and symmetrize the right (good) ones, and just clean the small bit on the right side, by selecting it as poly (U-button), going in texture/uv editor (alt+7) and swifting it to a gray/hair part 
but... that's just me
but... that's just me
