PDA

View Full Version : Increasing Poly while retaining UV?


requiem2d
12-31-2005, 11:23 AM
Hi all,

I wanted to ask some of the modelers here (as my strength is texturing) what the best way is to increase the amount of sides a certain object has without changing the UV? To put it in perspective, I have a gun model which can have one side deleted as it will not be seen via first person (third person model will remain the same). This means I can increase the detail on the other side. Here is an example where I would want to increase sides and maintain UV. Blue ring represents the area which needs more detail/sides. Many thanks in advance!

http://img504.imageshack.us/img504/7509/aimpointcopy4yf.jpg

Wokky
12-31-2005, 01:11 PM
I was doing exactly the same thing yesterday, albeit on a muzzle brake. Here are a few pictures explaining the process that I used, although there are probably more efficient ways of doing it. It's slightly Max-specific, but it should be relevant to whichever program you're using regardless.

http://www.tony-wan.f2s.com/tut/1.jpg
Here is the simple, 8-sided cylinder that I'm starting off with. I've already laid out some simple UVs for it, although in this shot I've already collapsed the Unwrap UVW modifier (not necessary for this particular process, just a force of habit).


http://www.tony-wan.f2s.com/tut/2.jpg
Select the edges, then hit Connect.


http://www.tony-wan.f2s.com/tut/3.jpg
Select the new vertices, and scale them outwards a little. The centre of scaling needs to be at the centre of the cylinder, so it's easiest to wait until you've finished this before deleting the backwards-facing polygons.


http://www.tony-wan.f2s.com/tut/4.jpg
Et voila, the polygons have been subdivided in the UVW window to match. Notice that the two round faces aren't rounded out like in the model. You will need to modify the UVs slightly to match. Otherwise, there will be some mild distortion.

Not the best advice I know, and I'm hardly the teaching type, but I hope that helps in some way. :)

requiem2d
12-31-2005, 03:45 PM
Hi Wokky,

Thanks for the info! Very much appreciated, I'll try my best and see what i come up with ;)

requiem2d
01-01-2006, 12:18 AM
Seems like the easiest way is to use Meshsmooth, and then either leave it as is or create a normal out of it :D Thanks again for your help Wokky.

G0st
01-02-2006, 05:33 PM
try this,

Select the 2 edges you want on the side of the cylinder to put a subdivision down. Click Connect. Now click |preserve Uv's| and try moving the new edge up and to the side as desired for a more smooth look


G0st

CGTalk Moderation
01-02-2006, 05:33 PM
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.