View Full Version : Unwrapping problem
Meatex_Salami 01-06-2003, 03:57 AM I have a model which i have flattened manually by adding an edit mesh ontop of my editable mesh and then a planer UVW map and tweaked unwrap
I am happy with the unwrap but no i am having trouble getting rid of the edit mesh without the unwrap screwing up.
I have done it before some time ago so i know this method works and i know that i have done everything right up to this point. Its just i can't remember how to bin the edit mesh while keeping the editable mesh mapped.
Can anyone help me out please?
I'm using max 4
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LFShade
01-06-2003, 04:56 AM
You could either just collapse the whole stack, or right-click on the edit mesh modifier in the list and choose "collapse to". The mapping will stick either way, but the latter will allow you to keep the UVW map & unwrap modifiers on the stack.
Meatex_Salami
01-06-2003, 05:04 AM
yeah tried that but the edit mesh is where i unfolded the mesh and if i collapse it stays in the unfolded state and i lose the original model :thumbsdow
Stroker
01-06-2003, 05:47 AM
Save the UV to file.
Copy the unfolded mesh.
Load the UV to it.
Kind of a stab in the dark 'cause I'm not entirely sure what the problem is.
Meatex_Salami
01-06-2003, 08:23 PM
im not sure whether the copy mesh step would fix anything but i tried saving the unwrap then binning the edit mesh then loading the unwrap but that didn't work either.
Okay i'll try to explain things better
i have a helicopter model (20000+ polys) editable mesh which i stacked an edit mesh modifier onto it. Then on the edit mesh i selected faces, detached as element, rotated to a common normal then flattened it. I did this to the whole model until the model was unfolded and could be mapped with a single planer UVW map. The a UVW Unwrap modifier was applied and i tweaked the unwrap for all 5 mat ID's. It textureed exactly how i wanted to in it's unfolded state. No you're supposed to be able to get rid of the edit mesh from the stack to get a unwrapped model in normal state. However when i bin the edit mesh the UVW Map re-maps and unwraps it and it won't let me load the "good unwrap" (well it lets me load it but it has no effect)
I hope thats a better explenation :wip:
Null_Object
01-06-2003, 10:07 PM
Did you apply a Material modifier before you did the UV & UV unwrap if not this could be the problem. Your map is locked on polys that have not been assigned a material modifier. Try doing and Edit mesh select the polys you want to add the textures to. then assign them a Material ID.
UVW it tweak it then collapse it and the texture should stay.
3rd Dimentia
01-07-2003, 01:39 AM
This is just a guess, but maybe try applying a morph modifier to the flattened one and assigning the orig mesh as a target, bump the target up to 100% and collapse.
Jay Shadow
01-07-2003, 10:14 PM
Originally posted by 3rd Dimentia
This is just a guess, but maybe try applying a morph modifier to the flattened one and assigning the orig mesh as a target, bump the target up to 100% and collapse.
That one should work. Clone it, remove all the modifiers on the clone so it's back to the original shape. Put a morpher on top of the original. Use the clone as the target, and do everything he said above :)
The only problem you might run into is if you made any major changes to the mesh while manually unwrapping it. It could keep the original from being used as a morph target. If that was the case, I'm not sure what to do then :shrug:
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