Island Heal - Dont "close" UVWs

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blaxxun
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Island Heal - Dont "close" UVWs

Post by blaxxun » 06 Apr 2017, 16:05

Hello,

I wonder if there is a way to Island Heal several UVW islands but without to heal EVERY border edges.

Lets say one has an unfolded cube. Then you get 6 square uvw islands.
Correctly heald it would look like a cross.

But if i island heal i always have to snap those islands together which have more than one matching partner, and use the normal heal tool on the single vertices that match.

With other words the Island heal tool produces trash because it pulls all matching edges together and heals them which leads to a closed but not unfolded UVW.

I hope i could explain what i mean because i have hundreds of such islands to heal and iam looking for a fast way to do that.

Thanks!

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gaboraa
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Re: Island Heal - Dont "close" UVWs

Post by gaboraa » 06 Apr 2017, 17:37

I had a similar problem back than and if I remember correctly, if islands which share more than one border edge, focusing -show selected- only the parts that should be healed gave me a correct result. It is a bit tedious to do but worked for me.

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blaxxun
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Re: Island Heal - Dont "close" UVWs

Post by blaxxun » 06 Apr 2017, 17:42

Yeah, if i select one edge (which selects the 2 vertices) i can island heal without ruining the resulting UVW island.
But as you say its very time consuming and fidling around.

So i guess there is no way around that.

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gaboraa
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Re: Island Heal - Dont "close" UVWs

Post by gaboraa » 07 Apr 2017, 10:58

By the way you can use Match Tool also but you have to manually and roughly move your islands close to their relevant border edges. Match tool is similar to Filter Points tool but working in uv space.

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FXDude
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Re: Island Heal - Dont "close" UVWs

Post by FXDude » 14 Apr 2017, 00:41

Have you tried the (or one of the) UV-to-Mesh addons on Rray?

then you could easily do things like snap points by distance... ...
... ... or really opens-up TONS of UV manipulation possibilities
(including whatever ICE trick that may normally be used for meshes)

Cheers,

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