Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Materials / uvwunwrap
  RSS 2.0 ATOM  

uvwunwrap
Rate this thread
 
34982
 
Permlink of this thread  
avatar
  • Location: Las Vegas Nevada. USA
  • Total Posts: 114
  • Joined: 21 December 2006 02:03 PM

Hello all. I dont rate myself as the most intelligent individual but I am far from stupid. This Uvw Unwrap never works the way I would expect. Ive read the tutorial and the help file numerous times but still dont get it. Simply mapping an inset conical selection of faces is completley confusing. All I want to do is flatten the darned thing so I can make a pattern in PS to apply to it and straighten the curves so that I may get the graphic printed without distortion. See attached images.... if it works.....
I also want to flatten the selection so I can cut it out of a flat sheet of lexan on a cnc machine and apply the printed graphic to it. I would like the render to show the graphic as it would in real life , without weird gizmo distortion.
I am completely lost with this tool and cannot find a tuorial for ‘absolute & complete idots’, to help. Can someone please help with this or point me to a tut that might even slightly make this tool clearer than mud.
Thanks
(embarrassed)
Andy



3ds max 2012sp2
Windows 7 sp11
HP z210 workstation
Intel Core i7 2600 cpu @ 3.4GHz 3.4GHz
16.00 GB of ram
NVIDIA Quadro 4000 x2
DirextX 9.0

Attachment Attachment
Replies: 0
avatar

It took me over 2 months to finally been able to unwrap successfully a character and will have to go back at it soonish for another 2 models. I will probably refine my other characters as well once I get the hang of it. Its not easy at first but keep trying!

Try The Modeling of Chaos by Kostas Y. Macfarlane or Eat 3D tutorials texturing. It took me a few try to get it semi right but keep trying and looking for new tutorials is the best help I can give you… Every Pieces of the puzzle will eventually come together if you keep gathering information.



Replies: 0
avatar
  • Emat3d
  • Posted: 28 September 2009 06:57 PM

I hope I’m understanding your problem correctly.  Are you trying to ‘flatten’ the selected area into a rectangle (as opposed to a windshield-type shape)?  If so, the steps I would take are:

1. Apply a planer mapping to the area using something like best fit.
2. Click ‘Edit...’ under the Parameters rollout.
3. Select vertex mode.
4. Select the vertices on the top edge and click the Align Horizontal button (appears as a double arrow).  This will ‘straighten’ those vertices.
5. Do the same for the bottom edge.
6. Select the right edge verts and click Align Vertical, and repeat for the left edge.
7. This step is optional when you have vertices in the middle that need to be readjusted.  Open the relax dialog under tools.  Check the “Keep Boundary points fixed” option and relax the area.

If you need clarification on any of the steps, let me know.  I was writing this from memory. :P

Hope that helps, cheers.



3DS Max 7, 8, 2010
Windows Vista 32 bit.
Intel Quad Core

Replies: 0
avatar

Another method - select those faces you have shown and within the Unwrap Editor choose “Mapping” --> “Unfold Mapping” and “Ok”.



3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)

Replies: 1
/userdata/avatar/ja23pi5ym.jpg

Valen,

After he does that, I have seen a tutorial how to EXPORT the splines back out to say AI DXF or whatver for the CNC (channels info?), but would you know how to also UNFOLD the MAPPED IMAGE for export for printing? It would probably end of similarly shaped like a unrolled McDonalds drink cup.  Not a rectangle?

http://designreform.net/2007/05/unwraping-geometry/

Is it possible to use use the CHANNEL INFO tool to bring the unfolded result/ AND the map into the 3ds view for exporting at once?  I saw something like this done in Blender...but no explanation how. I can’t figure out how to do it in 3ds which is something along the lines of what Andy is looking for...little more complex...but still similar method.

Untitled-1+copy.jpg.php

Author: timd1971

Replied: 12 October 2009 05:10 AM  
avatar
  • Location: Las Vegas Nevada. USA
  • Total Posts: 114
  • Joined: 21 December 2006 02:03 PM
  • Permlink of this post

Im sorry all Ive Been busy for a little while. Thank you so much for the helpful advice! I will most definatley look into all of the options presented. You guys ROCK!
:) Andy (:



3ds max 2012sp2
Windows 7 sp11
HP z210 workstation
Intel Core i7 2600 cpu @ 3.4GHz 3.4GHz
16.00 GB of ram
NVIDIA Quadro 4000 x2
DirextX 9.0

Replies: 0
avatar
  • cornfed
  • Posted: 19 November 2009 01:46 PM

Since the plane is conical curve shape, the unfolded geometry would like look the unfolded cup mentioned above. If you build your graphic file based using the exported flattened .ai or .dwg shape as a template, the rendering and the full-size print should match up perfectly. Let us know how it turns out.



Replies: 0
avatar

Andy,
I’m not sure precisely what you are after, but if this (see the attached image) can do the job, the Edit UVWs windows have to look like that. The surface is mapped planar, the edges ate straightened and moved into the appropriate positions. There is still some small stretching but it can be refined through scaling any of the loops a bit vertically beginning with the shorter one.

ivan



Attachment Attachment
Replies: 0
avatar
  • cornfed
  • Posted: 20 November 2009 04:47 AM

Here’s a quick test I did of a similar shape using the methods described by the posters above.



Attachment Attachment
Replies: 0