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View Full Version : Paul Steed method and Edit poly!


vfx
03-25-2003, 03:55 PM
Hi everyone, anyone know how you can use paul steeds method of mesh unwrap but keeping edit poly not edit mesh. I want to keep my edit poly because this produced much better results with meshsmooth. But if I put an edit mesh on top of my edit poly, the textures don't stick properly to the model when unwrapped, if I convert to mesh then it works but like I said, I don't get such nice subdeeees!!

Any advice is really helpful, thanks.

michaelcomet
03-25-2003, 05:29 PM
What is the Paul Steed method? You have a link?

Signal2Noise
03-25-2003, 05:54 PM
Perhaps vfx is referring to Paul Steed's game character design/modeling book? Originally written for max 4.

vfx
03-25-2003, 07:13 PM
That's the one!

sam
03-25-2003, 10:19 PM
hmm. looking at the steed book . . .

i think you could put editable poly on the bottom of the stack,

then place edit mesh on top of that

then do the Steed method

then when you delete the edit mesh modifier it should return back to an editable poly

that's my guess anyway, don't have time to test it . . . good luck

Shogun
03-25-2003, 10:33 PM
Nope, won't work. I tried it before, (accidentally - after forgetting to collapse the model to an editable mesh, :rolleyes: ) & it caused all sorts of problems. The only way it seems to work is with a base editable mesh, edit mesh modifier on top of that, then UV map & UV unwrap on top. Paul mentions deleting the edit mesh modifier, but I used to just switch mine off & keep it in the stack in case I needed to make tweaks - of course you can just throw another edit mesh on top of the unwrap if you need to turn edges etc without screwing up the UV's or else collapse to an editable mesh & then add an edit mesh & unwrap on top.
I was a staunch advocate of the Steed method, but since max 5 I find I prefer to do my Uv's with the new unwrap functions. No cutting up a mesh, no cursing when you've spent 3 hours cutting it up only to find you forgot to add the edit mesh modifier & the new improvements to the unwrap make life easier.

vfx
03-25-2003, 10:51 PM
Hey Mike know how that feels!!! I've often left off the second edit mesh!!! Um, so no luck then, am I going to have to learn max 5 unwrap??? aRGGHHH!

cheers anyway

gaggle
03-26-2003, 12:24 PM
I don't.. quite understand.

I'm aware of The Paul Steed Approch™, and can't you just do as he describes, Editable Mesh and everything, and then when all is said and done, Collapse To Editable Poly? I don't recall his metod preventing a final collapse to Mesh or Poly of your choice.

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