View Full Version : max5 unwrap
KiboOst 11-15-2002, 01:55 PM Hi folks ! Got a problem with unwrap :
I've a character, with my stack like this :
-skin
-unwrap
-mesmooth
-editmesh
-morpher
-edit poly
Ok, for the unwrap I need the meshsmooth set on 1 iteration. But for animate, I need meshsmooth to 0 to speedup things. BUT, when I edit my unwrap with meshsmooth 1, then turn meshsmooth to 0 to animate, all my unwrap editing goes out !!
Any idea ? a workaround ?
Thanks !
Kib
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hey Kib,
i think the unwrap might need to go below the meshsmooth modifier and you should be ok.
also why do you have a separate editmesh modifier? i mean your geometry is already an edit poly. just wondering.
cheers, Rom
primarymotion.com
KiboOst
11-15-2002, 03:11 PM
I need meshsmooth before the unwrap, because I want to edit my unwrp on the meshsmoothed 1 mesh, as polygons look closer to what will be rendered.
For the edit mesh, it's for importing the rest of the body after the morpher on the head.
Kib
rendermonkey23
11-15-2002, 03:11 PM
Try this:
-unwrap
-mesmooth
-editmesh
-skin
-morpher
-edit poly
KiboOst
11-15-2002, 03:13 PM
how could I put the skin modifier before attaching the body to the mesh ? And this won't change anything for the unwrap problem, no ?
Kib
rendermonkey23
11-15-2002, 03:23 PM
bah, didn't think that through very well before I posted.
-unwrap
-mesmooth
-skin
-editmesh
-morpher
-edit poly
ok try that :)
Iain McFadzen
11-15-2002, 03:42 PM
I've got a better system:
Unwrap the object without meshsmooth, then add a 2*meshsmooth and use Texporter to take a template for painting your map. This way you only need to do 1/4 of the work in Unwrap, but you still get your nice high-res template to paint on and you know it's going to fit since all texporter is doing is taking a snapshot of the existing UVs.
That way your stack would look like this:
Meshsmooth
Skin
Edit Mesh (not my prefered workflow but i can see why you've done it)
Morpher
Unwrap <------ You can collapse this when you are finished with it
Edit Mesh (or Edit Poly, but Mesh is more stable so I'd convert it even if I modelled it in Epoly)
KiboOst
11-15-2002, 03:55 PM
I can't put the unwrap before importing the body, so unwrap must be after (upper) the last edit mesh. but your texporter tips seems good, I will see. Then, why do you put the skin before the meshmooth ? Shoudln't be more accurate to skin after the meshsmooth ?
Thks
Kib
Iain McFadzen
11-15-2002, 04:14 PM
Why don't you Unwrap the body on it's own first? The UVWs will texport exatly the same later.
Putting meshsmooth after skin means that any little creases caused by the deformation get smoothed out a bit, and it means you have far far fewer verts to weight up, and it makes manipulating the character in the viewports much much faster. To be honest I don't know anyone who skins after meshsmooth, it's much more work for absolutely zero benefit and has several inherant disadvantages.
My characters, without exception, are rigged like this:
Meshsmooth (turned off in viewport or deleted entirely until rendertime)
Skin/Physique
Morpher
Editable Mesh
I UVW Map and Unwrap below morpher (often as soon as the model is fiished) and then collapse back to Emesh before rigging.
KiboOst
11-15-2002, 04:16 PM
Yeah, I've just seen this, meshsmooth after skin speed things up in the viewport, thanks for the tip !! Also, unwrap before meshsmooth, then meshsmoothe 1 and textporter tip works fine !! Thanks Iani :beer:
Kib
Pickman
02-17-2003, 09:43 AM
Hi gentlemen, sorry to disturb your conversation but I'm not sure I get the highres template thing, why a second meshsmooth, should the model be unwrap smoothed or unsmoothed ??? (up to now I did it unsmooth, but I'm no connoisseur lol )
Could you be more precise Ian please?
THX
gaggle
02-17-2003, 11:12 AM
You can meshsmooth all you want, it doesn't change the UV mapping stuff. If you've UV mapped your model when it was lowpoly the UV maps will have the exact same outline after smoothing.
If you desire UV maps that are round and smooth, you will have to smooth first, then UV map. Which is a lot more timeconsuming on account of the increased verticecount alone. I like the idea of round nice UV templates, but I can't seriously entertain the idea of UV mapping onto a smoothed model. So I've given up on that.
Er.. I hope that made sense.
I'm wrong on that one, ignore it and listen to Iain :)
Iain McFadzen
02-17-2003, 11:41 AM
Originally posted by gaggle
If you desire UV maps that are round and smooth, you will have to smooth first, then UV map.
That is NOT true, and I have already explained how you do it in this very thread so I am not going to explain it again.
bkroll
02-17-2003, 05:16 PM
I'm fairly new to unwrap but I have used it before to apply a texture to an object. But I was wondering if unwrap can be used as a template as you paint a texture for it in Photoshop?
I see that you can save it as .uvw file but is there a way to get it in .bmp format? Is the only option PrintScreen?
Howdy ...
this has been asked many times and is discussed in many threads already, so you could make use of a search here...
Still, to answer your question, yes, uvs are usually used as templates to paint maps in Ps (or else), and it's done by either grabbing the screen and pasting in Ps, or using such script as Textporter.
mouj
bkroll
02-17-2003, 05:25 PM
Thanks mouj.
I will use the search next time to see if the question was already answered.
But thanks for the info.
Groovedog
02-17-2003, 10:11 PM
heh heh. I think this has been posted so many times that Iain must just copy and paste his reply from the previous posts.
gaggle
02-18-2003, 12:23 PM
Originally posted by gaggle
If you desire UV maps that are round and smooth, you will have to smooth first, then UV map
Wrong.
Sorry about the mixup. Listen to Iain :)
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