- Fri Dec 21, 2007 8:32 am
#256872
hello... maybe some of you need it... it is just a little trick..
Special Thanks to Mike for the original Idea !!
ok, here we go..
Load an object in LW modeler

Make a new UV map, using Atlas projection (or with any software that has per face mapping option)

The UV's

Export the UV window as an encapsulated Postscript image

I used "fit in page" mode, but you can also use "scale factor" for thicker lines, you can experiment other settings, it just takes one second to export. (you can also open the resulting file in Illustrator and set a line weight)

after export, you can fire PS, and open the EPS file... here is the dialog..

here I created a background layer that I have filled with a light blue color, with the UV lines on top (you can color them too..)

I then save the UV lines as aPNG map (but other formats work as well, but try not using jpg.), then I apply this map to my object using the UV's I have created earlier.

.. as a result..

I then export the object as an MXS...

Then open MXST.. and load the MXS you have just saved... and RENDER !!

and here the resulting render...

you can have all kinds of options using clip maps and weighted bsdf's..

Special Thanks to Mike for the original Idea !!
ok, here we go..
Load an object in LW modeler

Make a new UV map, using Atlas projection (or with any software that has per face mapping option)

The UV's

Export the UV window as an encapsulated Postscript image

I used "fit in page" mode, but you can also use "scale factor" for thicker lines, you can experiment other settings, it just takes one second to export. (you can also open the resulting file in Illustrator and set a line weight)

after export, you can fire PS, and open the EPS file... here is the dialog..

here I created a background layer that I have filled with a light blue color, with the UV lines on top (you can color them too..)

I then save the UV lines as aPNG map (but other formats work as well, but try not using jpg.), then I apply this map to my object using the UV's I have created earlier.

.. as a result..

I then export the object as an MXS...

Then open MXST.. and load the MXS you have just saved... and RENDER !!

and here the resulting render...

you can have all kinds of options using clip maps and weighted bsdf's..
