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thisplay

Automatically remove unused UV Space

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thisplay    1

Hi,

 

I have to work with photogrammetrically reconstructed meshes. We don't have time to rebuild models with clean geo because there are so many.

So my workflow is Photoshoot -> reconstruct -> autorig -> refine rig and delete unwanted parts of the model.

Now I am left with a 8k x 8k texture and a uv mapthat is half empty.

 

Is there a way to rearrange the current uv shapes automatically and make a 4kx4k texture out of it?

Like bake the texture to the uv meshes, rearrange and generate a new texture?

 

regards

a

 

Screenshot (38).png

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thisplay    1

hehe thx. I stumbled upon this guide yesterday evening and started setting up my cut and point selections.

But when I try to unwrap I always get the error "degenerated polygons detected".

I already tried optimizing the mesh, but no luck.

 

 

 

b.PNG

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Cerbera    1,017

You can't tell if it's degenerate or not by looking, because you don't know what is a triangle, and what is a quad with 2 of its points in the same place, making it look like a normal tri, or if it's a tri with 2 points coincident you won't see it at all. But there is a trick to fixing degenerate polygon errors. You know the error selects the duff points, so choose one set of them, scale down to 0.01, then choose 'select UV polygon' from the UV edit menu, hit relax and it should get fixed. You do have to do them all individually unfortunately.

 

CBR

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thisplay    1

one of the triangles was squished to a line. I deformed them and they look fine to me.

ah ok you mean two points are so close together that I will always select them both.

could you elaborate on your technique or post a link to a good tutorial?

 

c.PNG

 

 

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Cerbera    1,017
Just now, thisplay said:

could you elaborate on your technique or post a link to a good tutorial?

The only tut I've seen on this is a paid one on Lynda.com. I saw it about 5 years ago, so am hazy on the details.

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thisplay    1

I thought I have to fix the degenerated polygons on the UV map. Turn out it just needs to be done on the model. Ok so I can unwrap now and my cuts do work. But the texture does not move with its uv seletctions.

 

I did:

UV polygon select all

Click store UVS

Projection -> frontal

Unwrap, use cuts and points

remap bitmap, texture + cut

 

And is seems rather strange that my uvs are not on the texture but above it:

 

Screenshot (42).png

 

bb.PNG

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Cerbera    1,017
17 minutes ago, thisplay said:

(cuts and points don't seem to work properly)

That's user error not the program ;) You need to drag the points and edge selections into their respective fields in the UVspannen window.

 

CBR

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thisplay    1

aah.. muchos danko!!

 

so the correct way to do this is:

 

1) Setup Cuts and points in Start Mode

2) Save them with Select / Store Selection

3) Select all UV meshes in UV Mode

4) UV Commands -> Store UVs

5) Projection -> Frontal

6) Unwrap (use point & cut selection + auto rearrange)

7) Now move the unwrapped UV meshes OVER the texture

8) Remap (bitmap + cut)

 

I hope somebody in need finds this helpfull.

thx @ Cerbera + kbar for the helping hand.

 

 

 

xxx.PNG

  • Namaste 1

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