2024-08-05 Modeling Module Meeting

2024-08-05T12:00:00Z
Meeting Link

Present:

  • Howard Trickey
  • Campbell Barton
  • Daniel Bystedt

Topics

  • Current Projects
    • Nothing to report (Howard was on vacation, Campbell was on working on other projects)
  • Reviews:
    • The SLIM and Bevel edge group PRs need attention. Campbell and Howard will find time to do this soon.
  • UVs:
    • Daniel brought up #78414 - Don't merge UV vertices by default when they are overlapping - blender - Blender Projects . This old issue that we thought was fixed has been reraised. There are two related problems.
      • Blender’s importers and exporters (OBJ was cited but probably others are implicated too) do not pay attention to UV seams. Other software will pay attention to seams on export (producing duplicated texture coordinates on overlapped UV vertices if there is a seam there), and creating seams on imports where there are duplicated but separate texture coordinates.
      • When trying to select a vertex in the UV editor, if there is a seam there and there are overlapping but separate UV vertices, it should be possible to select only one of the vertices (delimited by seams, say, as is possible with control-L in 3d space).
    • Daniel kindly agreed to write up design tasks for each of these.

Next Meeting:
2024-08-19T21:00:00Z
Meeting Link

12 Likes

Hey Howard,

I’m not sure if its related or not, but specifically with the multiresolution modifier… if you export any mesh out of blender that isn’t at level 0, all the UV points are unmerged. This means if you bring the highres mesh into mari/substance for texturing (which is a very common thing to do) selections are very difficult as often you want to select by UV island and its not possible when all the points are not merged.

Cheers,
-Nick

1 Like