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| Cylidrical object unwrap - best suggestions
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Hello! As described above i need some help with the file i attach. I did the stitches my self in unwrap. I used a box mapping on the lower part of object under the stitch (i dont care about its bottom anyways) and i used pelt mapping on the part above the stitch + some relaxing. Still though mapping doesnt suit proper. I dont know what i do wrong. If anyone can check the file and unwrap it proper and describe me the procedure or 2-3 ways of doing it correct i d be grateful :D
thank u very much
ps. one more thing, when i use turbosmooth on top stack it spoils my map in the edges mostly. I know u dont unwrap with turbosmooth so any ideas why this happening? Maybe i needed more polys on model?
3ds max 2010 x64 sp1 | Mental Ray
i7 920 @ 2.67GHz / ASUS P6T deluxe / 12GB RAM Corsair dominator DDR3 / ATI Radeon Sapphire 6950 HD 2Gb ram / Velociraptor 150GB 10000 rpm / OCZ vertex 2 SSD 60GB
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Why don’t you just use CYLINDRICAL mapping?
Author: timd1971
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| Replied: 01 April 2011 01:20 AM
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I am not sure what the proper way would be to unwrap this however here is how I would do it. I simply broke it up into 3 segments and relaxed them together so they were all in proportion with each other. If the proportions are correct then you shouldn’t run into too many dramas when using the turbosmooth modifier.
I have attached the MAX file (requires 3DSMAX 2011 SP1)
website: http://www.all3dmax.com
| Attachment
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So you dont do seams at the same points as I did but u cut top only , side only and bottom only right?
Cant check the file cause im running max 2010 so im guessing by ur attachment. Then you relax em all together and thats it?
Thank u very much for ur help!
Author: thanulee
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| Replied: 22 March 2011 07:03 AM
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When you unwrap an object you need to have a good idea of how you are planning to texture it as this can greatly influence the best/proper way to unwrap your object. The example I have supplied may not be suitable for how you wish to texture this, it is simple one way you can unwrap this object.
Relaxing all your unwrapped mesh at once keeps it all in proportion, whereas relaxing individual segments will throw throw the proportions out and will find with a checker material that it will be a combination of big and little squares. This is something best to avoid as it can make texturing quite difficult but again this may not matter depending on what you are trying to achieve.
website: http://www.all3dmax.com
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Thank u very much. Yes well my unwrap was ok for my needs but i needed a proper way of doing it as i wanted to have fully proportional the whole item. Thanks again
Author: thanulee
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| Replied: 22 March 2011 09:37 PM
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Sorry to bother u again, but i face a problem that i dont quite understand.
I did all the unwrapping proper, i didnt want the proportions to be same on whole object, but as u see in the picture that i attached, at the seam where i unwrapped the side polygons the mapping is kinda distorted. I check the unwrap and the vertexes are even and faces are totally relaxed.
why is this happening? i also attached the file.
thank u very much
3ds max 2010 x64 sp1 | Mental Ray
i7 920 @ 2.67GHz / ASUS P6T deluxe / 12GB RAM Corsair dominator DDR3 / ATI Radeon Sapphire 6950 HD 2Gb ram / Velociraptor 150GB 10000 rpm / OCZ vertex 2 SSD 60GB
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@ Blakestone:
How do you “relax” the mess inside of Unwrap? What’s the process?
Chris Robinson
http://www.supercoonstudios.com (Under Development)
3ds Max 2011
Dell Precision 690, Intel Xeon Dual Quads @ 2.66 GHz, Dual NVIDIA Quadro FX4500s, 12 GB RAM, Windonws 7 x64
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im sorry for some reason file didnt attach before..
I try again
Ok i did a vertical seam on side polygons, then i did “pelt” till mesh becomes open and then i did “relax” till faces gain equal distance. Then i tweaked the vertices a bit so are aligned to each other and thats about it. What do u think?
ps. i apologise for my bad english :P
3ds max 2010 x64 sp1 | Mental Ray
i7 920 @ 2.67GHz / ASUS P6T deluxe / 12GB RAM Corsair dominator DDR3 / ATI Radeon Sapphire 6950 HD 2Gb ram / Velociraptor 150GB 10000 rpm / OCZ vertex 2 SSD 60GB
| Attachment
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I have attached a YouTube video demonstrating how I unwrapped this model.
The distortion you are seeing is because you have the turbosmooth modifier applied ontop of your Unwrap UVW which is changing your geometry enough to distort how its mapping coordinates. To avoid this you can apply some more edge loops to your low-poly version or you can Unwrap your model after the turbosmooth modifier has been applied.
website: http://www.all3dmax.com
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Great dude! u ve been very helpful! i need look into more in uvw unwrap unfortunately i cant download some lessons or something only about it! thanks very much though! I did it a bit different. We have the same result though exept that distortion which i couldnt see if was on ur model too. I guess i needed more edges to avoid this distortion. thanks again !!
Author: thanulee
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| Replied: 01 April 2011 01:52 AM
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Google xrayunwrap plugin for max. It’s cheap and works wonders easily.
Intel i7 930 2.8Ghz 8 CORE HT / CoolerMaster Hyper 212 Plus (no OC yet!)
Nvidia EVGA GTX 260 v296.10 driver (Nitrous in max) / Dual Dell Professional P2311H 23” Displays
ASUS P6X58D-E / Corsair Dominator 12GB 1600 DDR3 / Antec tp750 blue / Antec 300 Illusion
Windows 7 Pro x64 SP1
3ds max design 2012 x64 SP2 (since the 1st DOS version!), Mudbox 2012 x64 SP3, Softimage 2012 x64 SP1, Maya 2012 x64 HF2, Adobe CS5.5 x64, CorelDRAW x5 SP3, Painter 12, etc etc
Wacom Intuos4 v6.2.0w5 / 3DConnexion Space Navigator (drv6.15.2)/ Logitech Performance MX mouse (5.33.14)
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hehe Patrick Boivin sold me on this plugin when watching his “making of Iron Baby” - very cool!
website: http://www.all3dmax.com
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I too like the X-Ray Unwrap plug-in, and I’ve been using it for a couple of years now. I wonder how it’s going to work with the new UVW Unwrap in 3ds Max 2012.
Thanks for the video Blakestone, it was very well done and informative.
Chris Robinson
http://www.supercoonstudios.com (Under Development)
3ds Max 2011
Dell Precision 690, Intel Xeon Dual Quads @ 2.66 GHz, Dual NVIDIA Quadro FX4500s, 12 GB RAM, Windonws 7 x64
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V2012 won’t require it since adesk finally made uvunwrap easier and better.
As slow as the xrayunwrap devs were with releasing updates, it may be awhile for a new v2012 release if anyone needs it if they still don’t prefer std uvunwrap. At such a low price, I don’t think the devs seriously pursue doing much with it unfortuneately.
Intel i7 930 2.8Ghz 8 CORE HT / CoolerMaster Hyper 212 Plus (no OC yet!)
Nvidia EVGA GTX 260 v296.10 driver (Nitrous in max) / Dual Dell Professional P2311H 23” Displays
ASUS P6X58D-E / Corsair Dominator 12GB 1600 DDR3 / Antec tp750 blue / Antec 300 Illusion
Windows 7 Pro x64 SP1
3ds max design 2012 x64 SP2 (since the 1st DOS version!), Mudbox 2012 x64 SP3, Softimage 2012 x64 SP1, Maya 2012 x64 HF2, Adobe CS5.5 x64, CorelDRAW x5 SP3, Painter 12, etc etc
Wacom Intuos4 v6.2.0w5 / 3DConnexion Space Navigator (drv6.15.2)/ Logitech Performance MX mouse (5.33.14)
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