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Bluemilk
08-01-2002, 01:01 PM
HI
Ok i have an unwrap uv modifier at the top of my stack then underneath that i have uvw modifier set to cylinder and then underneath that i have an editable poly,
My problem is that when i make changes by moving vertex points in the unwrap modifier when my mesh is in low poly mode(no nurmsmooth) then i apply nursmooth and the change that i have made in the unwrap modifier disapear, i then go back to low polymode and the changes i made are still gone.
Is there a way to set your changes so they dont disapear am i missing something here.
I thought the whole idea of having a low polymesh and then nurmsmoothing was to save work ie when unwrapping, morhin etc, Please help as i am stumped.
Thanks alot

Bluemilk
08-01-2002, 04:24 PM
ive tried all afternoon but i cant figure it out, i just want to do some fine tuning, so ivestarted to use the big poly mesh, arrgghh what a nightmare. Some one out there please put me out of my misery.

Chris
08-01-2002, 09:43 PM
I'm kinda guessning that you are using the nurmsmooth of the poly object? Not Meshsmooth?

If thats the case, then everything is working properly. You've just gotta think of how the stack works. The poly object passes its geometry up the stack to the UVW map, which then applies the cylinder mapping & passes that up to the UVW Unwrap. If you change the topology of the mesh at any stage under the UVW unwrap, it basicly considers that it is being given a completely different mesh and so resets all the UV information. So in essence the NURMS needs to happen after the UVW Unwrap, see? So your best bet would be not to use the poly objects NURMS, but rather put a meshsmooth modifier at the top of the stack. :)

mastering3d
08-02-2002, 05:02 AM
This is how I do it and it works great.Just add your uvw that you want ,Then I go in to the uvunwraper and move them about in low poly mode.Now when you are happy with what you have there go back out add your mesh smooth and save out with textporter so that you have a high res template .Paint you texture come back to max and if the texture is still not looking how you want it close the stack down with the model in low ploy mode and add another uvw unwrap and go back in there in low poly and play around with it. I do this because when you save out with textporter in low poly mode and then come back you find that the textures are not right I know that your not going on about texture's here ,But I think that is why your trying to unwrap your model right.Give that ago and see how you get on I think that you will get what trying to if you do it this way.

I hope it helps ???.

Bluemilk
08-02-2002, 07:23 AM
thanks for the help.
i will try today.
tar

Bluemilk
08-02-2002, 12:00 PM
thanks chris that worked great,
i suck at texuring reall bad, this is my first attempt at using maps, i hope i will get better as i am modelling my team members in my lab, this is the first, theres lots of things wrong such as the eyebrows and ear and corner of the mouth, has anyone got any tips when using uvw unwrap?
i thought i would post a pic of my shameful effort.
http://207.164.141.121:82/images/12.jpg

FatAssasin
08-02-2002, 06:11 PM
It looks pretty good actually. The only thing I would say is that he kind of looks like he's wearing lipstick. Make the lips less red and less shiny.

Bluemilk
08-05-2002, 07:21 AM
http://207.164.141.121:82/images/rmltexture2.jpg


done a bit more work on it, its not perfect but i have got 5 more heads to do so it will have to do, i also have to texture some clothing and am having a few probs with that so i might post again, thanks for all your help

dvornik
08-05-2002, 07:43 AM
The lips are still problematic. The eyebrows look bad - they are smeared on the eyelids.

The hair texture is very good. Shaved cheeks, too. And neck and shoulders. I like the modelling and texture on the "fleshy" areas.

How did you map the smooth transition from the sides and back to the top of the head?

Bluemilk
08-05-2002, 07:53 AM
yeah there are many probs, they all really stem from my laziness, originally i just mapped this with a cylinder map using texporter, so i made the map with that reference, then i decided it wasnt really cutting it so i did the unwrap thing, which was different to the texporter so my map didnt line up properly so iv have been fighting it ever since, i shoulda re- done the map but as i said too lazy.
As for the smooth transition, i just played with the unwrap till it looked right.

Bluemilk
08-06-2002, 01:36 PM
http://207.164.141.121:82/images/example.jpg

is there a way to blend two different material ids together, actually what i want to do is to make the edges of the checker map transparent so you see the skin map underneath, so i need to have parts of the mat id 2 slot be transparent and the transparent areas must have mat id 1
does this make sense??
anyone know what i mean?
thanks again

dvornik
08-06-2002, 09:36 PM
I guess you can do it with blend material. I'm not sure how it relates to material IDs, I've been strugling with it myself. Basically you put 2 maps and a blend map. So I guess you would desregard material IDs. Put one material ID. You're supposed to have unwrap UVW already. Map a blend material on it. Edit UVW for 2 bitmap maps and draw a blend map. Hopefully someone has a more detailed explanation, cause I keep screwing it up myself.

My current understanding is that you need material IDs while constructing Unwrap UVW; after you have it you can discard them if you can map it all with one material, like Blend material. You still need them if it's multi/sobobject. And I'm pretty sure you can nest blend materials.

I am quite confused about it still.

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