Page 1 of 1
Splitting UV's?
Posted: Fri Apr 09, 2010 1:54 pm
by IndianaJoe
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?
Re: Splitting UV's?
Posted: Fri Apr 09, 2010 4:11 pm
by mswf
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.
Re: Splitting UV's?
Posted: Fri Apr 09, 2010 4:26 pm
by IndianaJoe
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.
i'm horrible at skinning, i am trying to use the generated Faceworx texture.
*holds out for other opinions*

Re: Splitting UV's?
Posted: Fri Apr 09, 2010 4:30 pm
by mswf
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.
Re: Splitting UV's?
Posted: Fri Apr 09, 2010 4:36 pm
by IndianaJoe
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.
Re: Splitting UV's?
Posted: Fri Apr 09, 2010 5:26 pm
by kinetosimpetus
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
Re: Splitting UV's?
Posted: Fri Apr 09, 2010 5:33 pm
by mswf
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.
Re: Splitting UV's?
Posted: Fri Apr 09, 2010 5:38 pm
by IndianaJoe
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
thanks I'll try that when I'm at my modeling comp.
kinetosimpetus wrote:typig fail

Re: Splitting UV's?
Posted: Fri Apr 09, 2010 6:28 pm
by kinetosimpetus
Yeah, its much easier to make typos on a touch screen than with a physical keyboard.
Re: Splitting UV's?
Posted: Fri Apr 09, 2010 8:43 pm
by FragMe!
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.
Re: Splitting UV's?
Posted: Sat Apr 10, 2010 4:41 am
by MandeRek
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