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Old 08-04-2008, 01:30 PM   #1 (permalink)
cat
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UV-Mapping Repeating Geometry (efficently?) - XSI

I would like to ask what is the best way to UV map repeating parts of a model. Have a look at the Photo áttached.

I found 2 different methods to do it:

1.
Model and duplicate all parts, then merge into 1 model. Then I used the "copy UV" in the texture editor to have all the panels use the same UV. However this requires alot of clicking and the function is not always doing it correctly.

2.
Model the first panel, then Uv map it, then duplicate.


Is there a better way for this? Or does it "normal" to have to do a lot of this "manually" when using repeating geometry?
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Old 08-04-2008, 01:38 PM   #2 (permalink)
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Nope, that's pretty much the way to do it.

Usually I use method 1. However if I've modeled a repeating element that's really easy to move back into place, when it comes to unwrapping I'll delete all but one instance of the object, unwrap that then duplicate it back into place.

I'm not sure how XSI does it, but in modo if you copy UVs from one piece, you can select all of the others at once and paste the UVs onto them. Might be worth checking if that works in XSI - it makes things a lot easier.
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Old 08-04-2008, 01:40 PM   #3 (permalink)
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Yes "copy UV" can copy UVs from one part of the model to an other. however sometimes it does not work on larger selections, in which case I have to manually do it by poly, which is not exactly cool.
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Old 08-04-2008, 02:30 PM   #4 (permalink)
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Oh, that's kinda crappy. If it's any help, the bits you copy from and to must be identical. Tools like that usually rely on the vertex ID order, so they only really work reliably when you make one version of something and duplicate it then don't change it at all, save for moving vertices.

I guess the other option is to use object instancing. Where you instance that one part of the mesh multiple times and because it's all instances, any changes you make to the original (such as unwrapping it) carries over to all of the other instances automatically. Then you can bring it all back together as unique geometry at the end.
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Old 08-04-2008, 04:29 PM   #5 (permalink)
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If the geometry is a simple flat surface, I'd just focus on texturing one panel. The UV's for the other panels can then be very quickly be snapped to occupy the same space of the main one using snapping (hold ctrl)and the collapse shortcuts.

Anything more advanced, such as modeling the doors, I'd use method one and two combined. (Model a section, unwrap it, duplicate it, then merge via Create>Polymesh>Merge and Copy UVs). I'm not sure what you mean when you say it involved too many clicks though, should only take about 3-4.
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