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Weld Command and UV map - Printable Version

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RE: Weld Command and UV map - micheus - 09-14-2017

Just for share...

(09-13-2017, 10:17 PM)micheus Wrote: You probably will not smooth the object, so if you don't mind to have some extra and tiny faces close to the weld region then you could try to extrude a short amount the face that will be welded. But, use the Weld [RMB] and set the tolerance to a shorter value.
I'm not sure it would work, but you could try.
I tried and it "works". Extrude->Normal by 0 offset and in the Weld->Tolerance it was used 0.000:



RE: Weld Command and UV map - micheus - 09-15-2017

Oh lord! I can't stop thinking about this issue. Smile

(09-13-2017, 11:13 PM)gap Wrote:
(09-13-2017, 10:17 PM)micheus Wrote: The "problem" is the UV map coordinates is a vertices attribute, not a material one. So, by welding you are removing one of the two matched vertices from a face (like in my sample) - I think that could be the problem (but I can be wrong)
I see, it makes sense
I have to be wrong, otherwise we couldn't cut the mesh and create islands on AutoUV editor window.
I will take a look on this when I have time.


RE: Weld Command and UV map - gap - 09-21-2017

Hi micheus,
thank you for your caring and sorry for the late reply Blush

(09-14-2017, 09:13 PM)micheus Wrote: Just for share...

I tried and it "works". Extrude->Normal by 0 offset and in the Weld->Tolerance it was used 0.000:

Yes, no doubt it works, but we find ourselves with a ring of small polygons around the edge of the welded faces, whose handling can be a bit unpractical. In addition to that, the two nearly coincident edge loops would be likely treated as hard edges, even where a soft edge is more appropriate.

(09-15-2017, 11:14 AM)micheus Wrote: Oh lord! I can't stop thinking about this issue. Smile

I have to be wrong, otherwise we couldn't cut the mesh and create islands on AutoUV editor window.
I will take a look on this when I have time.

Okay, let me know if you find anything on the topic. As I said a few days ago, there are 3D programs that perform edge/vertex weldings (a feature that I would like to see in Wings too, btw) without distrupting the geometry and/or the UV projection of adjoining polygons Smile