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View Full Version : Deleted polygons leave UWV mapping messed up


howzit
11-28-2005, 08:30 AM
I bought a model off turbosquid. It was very pricey, so i thought it would be very smooth and nice. However, I have had to spend more than a week trying to get it to look photo-real. The problem is that when I delete polygons, and fill the poly hole, the texture map gets messed up. Instead, the texture is repeated where the hole is. i dont know if im making myself clear.

http://www.ngokodesign.com/sony_ugly0052.jpg

I am putting the model into hypernurbs, but you can see the ugly edges it makes. I tried ironing the mesh and everything, but in the end i just want to fill the hole and boole it myself. I even tried a few plug-ins that smooth out the mesh, but it is wasting too much time now after a week of zero progress. This has been hard for me to deal with and i give up. i have read up on UWV mapping and does not mean anything to me, all it seems to me is the mode you use to map the mesh, i.e flat, spherical, UWV e.t.c
but i see all this talk about UV coordinates, but have never seen any menu item for it. i even played with a plug-in call UVtoObjects, but that made no sense either.
can anyone help on this?



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Per-Anders
11-28-2005, 08:42 AM
if you have Bodypaint R2 or R2.5 or my free MaxUV Tools then use the UV Terrace command on the deleted/filled polygons, it'll try and bring the mesh back together. there is a flaw however, if you handle more than one polygons uv at a time it will apply a relaxing algorithm which will modify teh surrounding mesh (only if the polygons are in a certain way, e.g. they're not a single line). so make sure you do it a polygon at a time.

as for the reason why your'e having this problem. wel if you delete a polygon, of course you're also deleting it's uv. when you make a new polygon cinema will set the polygons uv to it's maximum area, it simply can't know what to do with the new polygon, basically because if the uv's are disconnected, and it tries to fill in the uv space then you'll end up with a uv that stretches all over the shop, and what's more uv points are not shared like polygons, so one polygon corner could be completely disconnected from teh next (imagine taking the four polygons around a quad, and moving them each away from the center... now where should the quads edges/corners go?).

howzit
11-28-2005, 09:36 AM
hey thanks alot for the quick reply. Im trying it out right now, it is pretty processor intensive. but i tried one at a time and ddint do anything. i selected the tag, selected a poly, then hit the UV terrace. but nothing....
am i missing a step. Right now im trying to do about 15 all at once. My grid will have about 40 of them... maybe im using too many polys hmmmm

chris_b
11-28-2005, 12:51 PM
If photorealism is your aim, I would highly recommend learning how create and work with UV maps. It is a basic and essential 3D skill. To work with UV maps in C4D effectively, you would be best off using the Bodypaint module. Regarding techniques, a search on this forum should yield a bounty of good resources... and there have been a few DVD's floating about lately as well.

AdamT
11-28-2005, 02:51 PM
It's obvious from the pic that the model wasn't built to withstand hyperNURBS. Was it not smooth in its original state?

howzit
11-29-2005, 07:04 AM
it was built in a diff. app i suppose maya or something. You can see the poly edges without nurbs.
i used nurbs weighting aswell, but the value required to get rid of the ripples was so strong that it brought back the poly edges.
its a pretty ugly triangulated mesh. tied subdeviding it using all the diff, methods......
its going to have motion blur with motion, but since its a product shot, its gonna have some nice smooth slow angles with some cool studio light setup you know, thats when im afraid those edges will show up.

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