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Guest tennet

Bodypaint And Hypernurbs..

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Guest tennet

Hello everyone!

Question 1)

If I have an object in a Hypernurb, do I need to convert the Hypernurb before I start to add textures in Bodypaint? Or is there a trick to keep the Hypernurb intact?

My textures get stretched when I enable the Hypernurb object (if it's not converted first), but when it's converted I get so many polygons that it is hard to edit the object..

Question 2)

I've made an object that is scale 1:1 with the original (exact millimeter dimensions), but when I run the Wizard in Bodypaint, the proportions of the UV-polygons gets distorted and doesn't fit when positioned over the layout that I have imported from Illustrator.

Does this have to do with the Hypernurb problem in quesiton 1?

Thanks in advance!

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Check the Subdivide UVs option of the HNs. It only works in Catmull-Clark mode and should enable you to get distortion free or at least nearly distortion free UVs.

Cheers

Bjorn

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Guest tennet

Thanks Bjorn, I will try that!

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