View Full Version : modify order
TBKoen 11-20-2002, 03:50 PM Hi Max people:)
i was wondering in what order you usually create a fully poseble/textured/morphing creature.
like:
edit mesh/morphs/pshique/UVWrap/meshsmooth?
whats the best way? i ussually get in trouble when i want to have a more complex UVWrap. because it's like:
editmesh/UVWrap/editmesh/UVWrap/editmesh/UVWrap but i still want mesh to be meshsmoothed because the textures will get messy... but THEN i would like to have the pshique to be before the meshsmooth because it will kill my computer if i want to animate it.
It's messed up.
what would be the best order/way to do this?
i hope i make any sence :P
|
|
KiboOst
11-20-2002, 05:26 PM
- Meshsmooth
- Skin
- Unwrap
- Edit mesh
- Morpher
- Editable poly
Kib :beer:
TBKoen
11-20-2002, 08:07 PM
bottom to top right?!!
but then you'll have the problem that the UVWrap will get a little bit sloppy once you use the meshsmooth over it right?
KiboOst
11-20-2002, 08:37 PM
with a classic unwmap modifier yes, if you don't use quadrangles. But no problems with unwrap, just select the right face (the maped one and the outer one) and all is fine.
Kib
gaggle
11-21-2002, 10:43 AM
You suggest a unwrapping after morphing? How does that work? I thought that'd make the texture float? Like when placing Skin before Unwrap. What am I missing?
The way I use is:
________________
Meshsmooth
Skin
Morpher
Unwrap
Editable Poly
________________
A slight disadvantage I suppose is that this setup means the Skin modifier pretty much has to weight per-vertice (as opposed to by an envelope) in the areas the Morpher underneath affects (usually the head of a character). Otherwise the Morpher can change the topology enough to have parts slip out of the envelopes reach.
..I hope that made sense :)
KiboOst
11-21-2002, 11:18 AM
Oh yeah, of course !! Thanks to correct me ,-)
Kib
Iain McFadzen
11-21-2002, 11:35 AM
A slight disadvantage I suppose is that this setup means the Skin modifier pretty much has to weight per-vertice (as opposed to by an envelope) in the areas the Morpher underneath affects (usually the head of a character). Otherwise the Morpher can change the topology enough to have parts slip out of the envelopes reach.
This isn't actually true, since Skin weights are calculated from a Reference frame (usually, but not necessarily, frame 0). It doesn't matter what happens below Skin on any other frame, the envelopes will always affect the verts which fell inside their influence according to that reference frame.
gaggle
11-21-2002, 11:51 AM
Cool, so that's what the reference frame is about :)
Nice, thanks for the heads up.
TBKoen
11-21-2002, 11:58 AM
thx for the replies.
still have a little bit of a problem with the meshsmooth after the Unwrap... but i guess i just have to make a more detailed mesh to begin with :)....
this leads me to another question.
say you want to use a cylindrical map and a planar map in one object... whats the best way to do this?
gaggle
11-21-2002, 12:08 PM
Or simpler model..
Meshsmooth shouldn't pinch and change texture-coordinates as long as you keep the mesh clean. Easier said than done of course, but that's the way it is. In my experience a quad-surface will Meshsmooth just dandy without distortions in the mapping.
As for your mapping-question, you could apply a UVW Map modifier, set it to cylindrical, then apply Unwrap UVW, and use its planar-mapping features. Ie in sub-object mode of Unwrap you'd Planar map the faces you want.. Then you stitch the UV maps together in the Unwrap edit window.
Unwrapping is pretty tricky though imo, took me a long while to "get" it. I have a feeling what I've just described here won't neccessairly make much sense if you're just starting out at it.
Best of luck though.
Iain McFadzen
11-21-2002, 12:11 PM
Originally posted by TBKoen
thx for the replies.
still have a little bit of a problem with the meshsmooth after the Unwrap... but i guess i just have to make a more detailed mesh to begin with :)....
Unwrap the low poly cage, add a meshsmooth, use Texporter to take your template. You then have a high-res template but only had to unwrap the low poly cage. If Meshsmooth has done anything odd to your material IDs it will show up on the template and you can go back to Unwrap and fix it.
Another way to check how well meshsmooth is treating your IDs is to use Select By ID at SO Poly level in EPoly/Mesh, make sure you have Shade Selected active, then toggle Show End Results on and off and have a look at the borders of the selection.
Originally posted by TBKoen
this leads me to another question.
say you want to use a cylindrical map and a planar map in one object... whats the best way to do this?
Not sure I follow. You can just apply two separate UVW Map modifiers to SO selections below Unwrap, if that's what you meant.
CGTalk Moderation
01-13-2006, 06:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.