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GreytheSkunk
11-30-2002, 09:41 PM
I'm sure others have noticed this problem. If you have a polygon object and you use the polygon smooth on it, the mesh is tesselated smoothly, but the UV's get distorted.

If you look in the UV Texture Editor while changing the division level, you can see that the UV's aren't being smoothed at all. Sharp edges stay sharp instead of being blended out.

Does anyone have any idea how to fix this or work around it?

Normally I'd just redo the UV's on the smoothed version, but I'm trying to up-rez several complex game models.

Thanks!

Mr Fudge
11-30-2002, 10:20 PM
I have spent hours upon hour trying to find suitable workaround cos it affects your decision to texture a character before you skin it as obviously you wanna mesh smooth at the very end of the whole process. Am I right? But if you do that then all you textures get all stretched. When I posted on high-end loads of people working in big studios said that they had all sorts of proprietary stuff that fixed the problem but none were really forthcoming with a free plugin.

That said I was pointed to a fabulous workaround. Not ideal but it kinda works. Just a real ball ache. Also it makes use of Maya's transfer UV's which so far in my limited experience works fine, cept when you deform a mesh and your UV's spang out all over the place.

Anyone else with good advice on this topic please let me know.

Anyway here is the link to that great tutorial.

http://www.drone.org/tutorials/uv_smoothing.html

Ciao,
- F

Mr Fudge
11-30-2002, 10:30 PM
Also check out this thread.

http://www.cgtalk.com/showthread.php?s=&threadid=27282

I didn't really get outstanding advice but on the last page you can see effective use of UV relaxing after the fact.

- F

GreytheSkunk
12-01-2002, 06:22 PM
Wow, thanks for the fast reply!

Argh, I can't believe they wouldn't just fix that in the software....I checked in Maya 4.5 and the problem is still there.

Well, I'll give that xyPolyTransferUV script a try as soon as I can get onto Highend.

Thanks again!

beaker
12-01-2002, 09:38 PM
This kind of thing isnt a bug, its just how 3d software works. A simple way to solve this is to just relax the UV's after you smooth the surface.

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