Using multi UV technique to fix texture seams?

Hey guys,
I’ve had a good look around and read a few thread but i’m still struggling to understand the process of fixing seams using the multi UV method.
I know that it involves 2 UV maps and 2 textures, and thats pretty much all i get.
Could someone please give me a breakdown of the steps involved.
Here’s the character i’m trying to fix:
http://www.capturefx.co.uk/web/groager1.jpg

Thanks - Dave

Have you seen this one?
http://blenderartists.org/forum/showthread.php?t=100360

toward the edge of the UV edge that is the outside seam, start painting Erase Alpha so it blends out with the underneath material.

Bartleby:

Yep, i’ve seen that one and didn’t understand how it relates to fixing seams with multiple UV layouts.

PapaSmurf:

Thanks, though i still feel like i’m missing half the process.
Thanks guys, still struggling to understand this, just need a little more help :slight_smile:

  • Dave.

That’s a cool character Dave! Kind of reminds me of Slimer from Gost Busters.
I would also like to see a step-by-step explanation for healing the seams of a uv texture.
Anyone have that info?

If not for Blender, does anyone know of a tutorial for any program that describes a procedure for fixing uv map seams by covering them with edited copies of the same areas of the texture?
I saw a p.d.f. once where this was done with a rat model. But I haven’t been able to find it.
I’m sure a good description of this process in Blender would be appreciated by a lot of users.

If not for Blender, does anyone know of a tutorial for any program that describes a procedure for fixing uv map seams by covering them with edited copies of the same areas of the texture?
I saw a p.d.f. once where this was done with a rat model. But I haven’t been able to find it.
I’m sure a good description of this process in Blender would be appreciated by a lot of users.

This is one way in max:

Though still need to find a way in Blender. Can anyone explain the method of using Mutliple UV layouts with baking?

  • Dave.

There is a cloning brush in the paint tools popup window. UV/Image Editor>View>Paint Tool… you’ll need a duplicate copy of the image with a different name if you want to use it to heal itself because Blender doesn’t seem to instance images…yet, but I could be wrong about that and just not know how to do it properly. You can’t just sample an area of the image the way you do in Photoshop, you have to drag (position) an additional image over the top of the first one then paint the image into the lower copy. It’s actually kind of a cool way of doing things because you’re never shooting Blind the way you do in PS…you can see what you’re doing at all times. I really, really like it, except for the no instancing part.

Edit:
You select the image to repair with from the little set of arrows on the bottom left of the paint tool window after selecting the Clone option.