UV help

RAMWolffRAMWolff Posts: 10,343
edited July 2015 in The Commons

Hi,

I've got a pair of boots I made.. I really want to use just one UV since one boot is just a mirror of the other. The issue I had with doing it like that was when I got it all loaded up in DAZ Studio and applied my shaders to the boots, the one that was mirrored looked like you could see another texture poking through from under it right smack dab on the top of the boot! I even used the tile sliders to check it out and sure enough, there is some weird thing going on with the mirrored "stacked" UV's. I took the boots back into ZBrush and the mesh looks just fine.... so it's gotta be a UV thing. Is there a fix for something like this or am I stuck uv mapping each boot separately?

Thanks much
Rich

Post edited by RAMWolff on

Comments

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    RAMWolff said:
    Hi,

    I've got a pair of boots I made.. I really want to use just one UV since one boot is just a mirror of the other. The issue I had with doing it like that was when I got it all loaded up in DAZ Studio and applied my shaders to the boots, the one that was mirrored looked like you could see another texture poking through from under it right smack dab on the top of the boot! I even used the tile sliders to check it out and sure enough, there is some weird thing going on with the mirrored "stacked" UV's. I took the boots back into ZBrush and the mesh looks just fine.... so it's gotta be a UV thing. Is there a fix for something like this or am I stuck uv mapping each boot separately?

    Thanks much
    Rich

    Did you unwrap it before mirroring the boot?

    For something like shoes/boots, I unwrap them before mirroring to create a pair, and haven't had that problem.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    mjc1016 said:
    RAMWolff said:
    Hi,

    I've got a pair of boots I made.. I really want to use just one UV since one boot is just a mirror of the other. The issue I had with doing it like that was when I got it all loaded up in DAZ Studio and applied my shaders to the boots, the one that was mirrored looked like you could see another texture poking through from under it right smack dab on the top of the boot! I even used the tile sliders to check it out and sure enough, there is some weird thing going on with the mirrored "stacked" UV's. I took the boots back into ZBrush and the mesh looks just fine.... so it's gotta be a UV thing. Is there a fix for something like this or am I stuck uv mapping each boot separately?

    Thanks much
    Rich

    Did you unwrap it before mirroring the boot?

    For something like shoes/boots, I unwrap them before mirroring to create a pair, and haven't had that problem.

    Yes, they were previously unwrapped. The reason I chose to TRY to use a mirrored copy, reusing the UV's, was that I for what ever reason ZBrush unwrapped the original pair differently. I don't like uneven UV's for something that is symmetrically the same. Just makes no sense to me. So thought I'd give it a try and all was going great until I applied the old pair of boots surfaces to the new mirrored pair and found that weird "poke through" effect on the one boot.... :-/

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Hmm...odd.

    I've been making one, unwrapping, then mirroring in Blender all the time.

    The only thing I can think of is if the old preset flipped the map for the second or something, based on the mirrored UV. What happens if you manually recreate the preset for one boot? If you have them coming in as a pair and not individually, you may need to use the GeoEditor to actually hide one of them.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    mjc1016 said:
    Hmm...odd.

    I've been making one, unwrapping, then mirroring in Blender all the time.

    The only thing I can think of is if the old preset flipped the map for the second or something, based on the mirrored UV. What happens if you manually recreate the preset for one boot? If you have them coming in as a pair and not individually, you may need to use the GeoEditor to actually hide one of them.

    I have them coming in as a pair. So perhaps resave but one at a time?? Think that might do the trick-a-do??

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    RAMWolff said:
    mjc1016 said:
    Hmm...odd.

    I've been making one, unwrapping, then mirroring in Blender all the time.

    The only thing I can think of is if the old preset flipped the map for the second or something, based on the mirrored UV. What happens if you manually recreate the preset for one boot? If you have them coming in as a pair and not individually, you may need to use the GeoEditor to actually hide one of them.

    I have them coming in as a pair. So perhaps resave but one at a time?? Think that might do the trick-a-do??

    That might work.

  • Cris PalominoCris Palomino Posts: 12,484
    edited December 1969

    http://prntscr.com/7pcga8

    Make sure that when you add the mirror modifier, do not checkmark the U and/or V textures as that will do separate UVs for the original and mirrored object instead of overlapping them.

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