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Rizomuv export back to maya7/26/2023 The second way would be to use a UVedit node and either move the vertices or just break off the areas where there is overlap (the equivalent of adding an extra seam). Perform UV mapping separately on each part and then merge them together and pack the UVs. Then create another blast node and delete the polys on the other side of the loop. Since you have a seam, you can add a blast or delete node and remove all polys on one side of the loop. Regarding mesh overlaps, you could prevent this entirely in one of two ways. Even autoretopology can create problems with spiral edge loops, but it isn't that difficult to fix this afterwards. That creates havoc with selecting edge loops, and I don't know how much time it took to select the boundary, but it was likely tedious. Your model actual has two parts with disconnected polygons and one part is all quads and the other all triangles. The topology in the original is not good as the object has an unnecessarily large number of polygons, which creates problems such as you already discovered with UVflatten. I generally do manual retopology if I plan to rig the model or want to get the best polycount, but that remesh was a one click in Zbrush (which would be similar to quadremesher plugin for Blender). What is the reason for that overlap when my mesh in 3D is separated? Hopefully i was clear in my writting. That way if i paint the color over the mesh, the color will bleed and be choppy. Regarding this case, i also notice that when unwraping it like this, you can see the mesh overlaps. However im not sure on what part are you aiming for when say that the mesh is bad and needs retopo? I sculpted previously 6 flowers and on this principle was able to unwrap it on half by making seams across the edge of the flower and splitting it on 2 parts. But why is it bad? I will not be using it for game engine as i read its notorious for demanding a good mesh, its just going to be rendered in animation, although i can see that it could be problematic because this way im not able to uv flatten it. I sculpted that mesh in Blender, i tried not to give it too high resolution while sculpting it. This will reimport the object into Blender and transfer the UVs back to the original object.Did you do that retopo manually or did you do it with something like polyreduce or remesh? You know, i ve been thinking what you said about the mesh, that it is bad and it needs retoplo. When finished remember to save the object (Ctrl-S) You can now utilize the tools provided by the RizomUV software to cut, unfold and pack the object's UVs. This action will export a clean OBJ file and automatically import the object into RIzomUV. The addon will then transfer the UV's back to the original mesh persevering in data such armatures, vertex colors, weights etc. After RizomUV is finished, it will automatically close the software and import the object/objects back into Blender. Set up the respective settings for the automation processĪfter pressing the auto unfold button, the model will be sent to RizomUV, and the respective settings that were set up in Blender will be applied. Navigate to RizomUV under the Tool Shelf (Hotkey: T). Enjoy! You'll find the options under the Tool Shelf (T) Set the path to the rizomuv exe/.app in the preferences of the addon Select the downloaded zip containing the 'B2RizomUV.py.' It's a bridge for UV editing between two programs: Blender and RizomUV by RizomLab.įile -> User Preferences -> Add-ons ->
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