![]() | ![]() | |||||||||
| ||||||||||
| | #1 (permalink) |
| Polygurbs ![]() | Painting in 301
Okay, here's my first real Modo specific thread and I have more questions than answers as I try and wrap (unwrap) my head around this. I made a simple flower with simple petals and I made a new texture for the first leaf and unwrapped it and painted it. Piece of cake so far, but when I unwrap another leaf it just overlaps the first so I need to know how to get a new UV panel setup to unwrap my next leaf. P.S. I already made a new texture for the next form, the model was just something I whipped up in hex real quick to practice with... |
| | |
| | #2 (permalink) |
| Polygurbs ![]() |
Here's where I'm at. Question: Am I going to have to make every petal really small and fit it all on the one UV panel? Will that affect anything if I shrink them all down real small? I'm guessing it should not, but am not certain yet.. This is what I'm modeling.. ![]() Oh, I have another question on the paint bucket.. It seems even though I have not made UV maps or new textures for all 68 forms yet that when I use the paint bucket (fill), it covers the entire model and not just one leaf. Anyone any good at this yet? I know I'll get there one way or the other, but if anyone can point out the obvious to me I'd appreciate the help.. |
| | |
| | #5 (permalink) | |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,362
| Quote:
shorty | |
| | |
| | #6 (permalink) |
| Polygurbs ![]() |
Hi Shorty, each petal is it's own entity, it's not a single mesh. Maybe you can give me a few tips on where to start.. ![]() p.S. I wanted to paint each petal individually to make it as realistic as I can and then just fill the pistles and big leaves for starters. |
| | |
| | #7 (permalink) |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,362
|
The flower in your file is a single mesh item. You can use multiple UV maps, but i would just use one UV map for everything. Here's how i would handle the UV'ing for each portion:
) Hope this helps... shorty |
| | |
| | #9 (permalink) |
| Cube ![]() Join Date: Sep 2003 Location: Nijmegen, Netherlands
Posts: 82
|
If I understand you want all your items to appear as individual mesh items in Modo? I don't know if this can be done in Modo. For scenes with a few object meshes in one mesh layer I usually double click in Modo on each individual object mesh and cut-paste it into a new mesh layer. Of course this work around is not preferable in complex scenes.
|
| | |
| | #10 (permalink) |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,362
| hmmm, this is weird... I see the same thing happening with Silo files. Grouping objects also seems to make no difference. But Rhino files have no problems when importing to Modo. This must be a problem where Modo is looking for some object/grouping data that Hex is not writing to the OBJ file. Ask on the Modo forums, i think there must be a way around this. If not, you could always Cut/Paste the polys into a new mesh item. Or try importing from 103, then into 301?
|
| | |
| | #11 (permalink) |
| Polygurbs ![]() |
Thanks a lot Shorty, you're a good man. I haven't had enough time to get up to speed on it and I think I'll try a couple things before I go bug them there. Maybe doing seperate materials (Brian/Nichod) suggested that and or UV mapping in Hex first and then importing... Modo doesn't have any import dialogue for .obj that I know of and I exported from hex with everything unchecked, so I dunno yet... I'll look again tomorrow,.. |
| | |
| | #12 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Sep 2006
Posts: 141
|
Couerl, You can keep it as one mesh and give it several maps- one for each petal (shortys method)-or split them into individual meshes as Sheenen suggests. I have an easier time in the shader tree if I do it the latter way and create item masks for my textures. But I'm learning just like you! |
| | |
| | #13 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Sep 2006
Posts: 141
|
couerl, I have played with your lotus.lxo file and I cannot get it to paint as I would expect it to. I am unsure whether I am making a mistake or there is some bug in the file. I would try the modo forum or report it as a bug. (obj imported file will not paint!) If I have any luck I will let you know. |
| | |
| | #14 (permalink) |
| Polygurbs ![]() |
Hi Ed, I can paint on it, the problem is that Modo doesn't have any import dialogue like Carrara or Hex which allows you to import things like this as seperate meshes. I made each petal it's own object in Hex so it would be easier to paint. Modo imports it as a single mesh and so even with a 4k UV map to cover all of the textures on a single unwrap it becomes more or less impossible to manage. Were the file a single charecter mesh it would be no problem, but multiple meshes like this aren't well suited for painting in Modo or perhaps any other app, not too sure about this yet..
|
| | |
| | #15 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Sep 2006
Posts: 141
|
Well, that is curious. I must be doing something wrong. When I create another mesh (a sphere) within your lotus.lxo file I can paint on that but if I cut out one of the leaves and make it an idividual mesh I can't paint on it. I do believe that to do what you want you must split this into separate meshes. Sorry not to be of more help. Last edited by sailor-ed; 22nd October 2007 at 19:23. |
| | |
| | #16 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Sep 2006
Posts: 141
|
Success! Here is what I did: Open file and cut and paste one leaf into an separate mesh. Choose Paint Utililtes and Add a Color Texture. (try to paint but can't) Select leaf and open UV utilities. Select UV Projection Tool, select Planar, click on leaf, choose proper axis to give a top down map. Select the Image Map that modo made for the color texture. Under its Texture Locator properties change the Projection Type to UV and the UV map to the planar one just created. Select the mesh, and the image map in the item tree. Open the paint tools and it should work. It is unfortunate that your model will not import as separate meshes but there is a script to do this for you on vertex monkey. http://www.vertexmonkey.com/download...J_separate.zip Hope this is leads you to a solution. All the best, Ed |
| | |
| | #18 (permalink) |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,362
|
Hi Ed. it doesn't matter if it's one mesh or split into many meshes. One UV map for a whole mesh. Seperate maps for each area. Or mutliple mesh items sharing a single UV map. I just tested all of these situations using the example file. All of them work OK. So i think maybe you are skipping a step in the setup somewhere? Hi Couerl. seeing as you don't want to use one big texture for the whole flower, I think the best thing is to leave all parts of the flower as one mesh and use multiple UV maps. First i would Cut/Paste the twigs into a new mesh. Then create seperate UV maps for each flower petal (or maybe assign 3 or 4 of them on each map to cut down the total # of maps). there's no reason it shouldn't work. Holler if you get stuck. I will try to help you through it. shorty |
| | |
| | #20 (permalink) |
| Polygurbs ![]() |
"First I would cut/paste..." Okay, here's where I'm stuck. ![]() Hehe, just kidding. ;) I am cutting and pasting twigs and then I'll cut and paste the 4 major leaves to another new mesh and then the purple leaves I will leave alone and then the pistles into yet one last mesh, so I should end up with 4 meshes (I think).. ;) i'll try that route since it seems most logical at the moment and let you know how it turns out. ![]() Thanks guys.. |
| | |