Old 25th Jan 2011, 07:00 AM   #1
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Default UV Mapping Question ?

I was wondering, is it possible to have a single map on two different surfaces.
example, I have a surface called greebles, the greebles are on top of a surface called plating, can I grab both surfaces create a uv map and cover both surfaces with it, having both surfaces on the same map . .
is that possible in Lightwave?
gp
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Old 25th Jan 2011, 07:09 AM   #2
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Yep, the UV co-ordinates are relating to the points not the surfaces and you can apply an image map to more than one surface so there is no reason why you couldn't have two surfaces on one map.
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Old 25th Jan 2011, 08:53 AM   #3
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That's correct. You can either put both surfaces into one UV map then use the UV map and image on both surfaces or, you can create separate UV maps for the two surfaces then use the same image map for both.
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Old 25th Jan 2011, 09:14 AM   #4
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Cool, that is perfect, this will solve a few issues and help in coloring detail . .
Also correct me if I am wrong but, the only thing I cannot do is share the same points with two uv maps correct?
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Old 25th Jan 2011, 10:43 AM   #5
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Quote:
Originally Posted by gpdesigner View Post
Cool, that is perfect, this will solve a few issues and help in coloring detail . .
Also correct me if I am wrong but, the only thing I cannot do is share the same points with two uv maps correct?
gp
That's right.
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Old 25th Jan 2011, 10:57 AM   #6
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I thought points could be on as many UV maps as you want. I'm not at my PC at the moment to check.
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Old 25th Jan 2011, 11:40 AM   #7
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I think they can.
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Old 25th Jan 2011, 08:19 PM   #8
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My mistake... I just checked and you both are correct. Polys and points can be on as many UV's as you like.

( I use way to many pieces of software...... )
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Old 26th Jan 2011, 10:40 AM   #9
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I think I will un weld the points anyway, just to be on the safe side . . .
Another question . . . it seems that when I creat a uv map the polys show up in the uv viewport stretched out . . . is there a way to avoid this?
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Old 26th Jan 2011, 05:32 PM   #10
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Make UV's defaults to "automatic" for sizing them. So it will try and fill the UV space every time you make uv's. If I'm making UV's in LW (for some odd reason) Then I use a script called GreatBox to totally enclose the model or piece that I'm working on. Simply select the parts of the mesh to UV and the polys of the cube also and make the UV's. Since the cube is a perfect square, It will fill the UV space and take the polys with it. So everything ends up being exactly the same scale in UV space. When you're done just delete the cube and the UV's of your mesh will be all that is left.
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Old 27th Jan 2011, 06:20 AM   #11
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Great Box . . I will have to find that . . thanks Bill
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Old 27th Jan 2011, 07:37 AM   #12
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I use Greatbox too, It's a surprisingly useful tool
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Old 27th Jan 2011, 04:52 PM   #13
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Quote:
Originally Posted by gpdesigner View Post
Great Box . . I will have to find that . . thanks Bill
No need.


Just add it like any other plugin.
greatbox.ls
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