View Full Version : uvw question
stillvapour 11-30-2002, 03:18 AM Here's the deal:
I have a polygon object maped and textured.For animation reason I want to edit the object's topology .(the object's figure will not change)
It's a very complex object and i don't want to unwrap and edit it again.Any trick to let me edit the polygon while keeping the texture things intact?Thanks.
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erilaz
11-30-2002, 07:16 AM
What version of max are you using? Can you post an image of what you're trying to achieve?
CarlCampbell
11-30-2002, 08:49 AM
Erilaz, I believe he wants to texture a mesh, and then be able to move vertices around with the texture being re-uvw'd onto the mesh, kinda like burning the texture onto the mesh's surface, so changing parts of it around remain with the same surface.
Carl :beer:
If you want all of the UV Mapping coords to stay with the object when you deform it - then you just have to place any deformations (edit mesh/skin...etc) after (on top of) the mapping modifiers.
Alternatively, you could collapse the whole stack down, then deform it...
KiboOst
11-30-2002, 03:02 PM
You could also try to save your unwrap then modify, then reload it ? Anyway, put an edit mesh above your unwrap.
Kib
stillvapour
11-30-2002, 05:07 PM
Hey guys!!!
Thanks for taking time to reply. :)
Sure I know how to make the texture "move with the mesh".But all I want is NOT to make the texture move with points on a collapsed mesh.
I know the trick now.
Look at the image blow:
the middle sphere's uv got distorted cause i simplely move the point up along the edges.That way I will need to add and unwrap vuw mod to correct the uv again.
The 3rd sphere's uv is intact. I cut the edges,remove the original points.works fine.
Cheers:beer:
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