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CliffStHubert
12-04-2008, 12:49 AM
Hi everyone,

I was wondering if someone can explain something for me. I'm in the process of unwrapping a model in Max. 1st in the stack is my Editable Poly.on top of that Unwrap UVW. on top of that, Mesh Smooth.

Once I'm done flattening my 3D object, attached all of the Vet's that need to be attached in the UVW window, I go down my stack to my edit poly to do some work, I get the Hold/Yes prompt. I click HOLD/YES, I do what I need to do, but when I go back up the UVW stack to tweek my work, I click the EDIT button and everything I did is just gone. I spent the whole day trying to figure out what the problem is, over and over, and over. i get the same results.

PLEASE can someone give me a clue as to what it is I'm doing wrong over here?

Haeberle
12-04-2008, 01:08 PM
I know what you mean, have been there too. This thing never worked well for me...

After unwrapping, collapse to e-poly, now your uv's are "burnt" into the model, and you can go on tweaking.
For further unwrapping just put a new unwrap modifier on it, you'll see that your mapping is still there.

Hope this helps

Chris

btw. a certain reason why you prefer meshsmooth over turbosmooth ?

BattlemasterXP
12-04-2008, 01:17 PM
Well, the warning window is there for some reason, so you should take things written there seriously!
When you go down in your stack you modify the history of your workflow.
The UVW is based on these informations.

It's like you would buy a shirt as a thin person but then eat every day fastfood;
would you wonder if your shirt doesn't fit anymore?

To get rid of your "issue" don't go down in your stack,
instead add a new editable mesh/poly to it and check "preserve UV's".

Then after you've done your tweaking (nevertheless huge changes don't work)
add a new UVW to your stack and voilá, your layout is still there!

Edit:too slow :hmm:

CliffStHubert
12-04-2008, 02:10 PM
Thank you so much for the tips, I'll give it a go and see what I get from it. Again thank you. And as for the Meshsmooth / Turbosmooth thing... I'm following a video tutorial and it called for me to use it. Personally, I don't see the diff. but I'm sure there is, just don't know what it is yet.


Thanks for the help.

BattlemasterXP
12-04-2008, 04:42 PM
Personally, I don't see the diff. but I'm sure there is, just don't know what it is yet.

The only difference between these two modifiers is their intention.
(When I tell something wrong, I'm open for a correction)
I believe Autodesk integrated Turbosmooth after some more versions were released.
It should be an alternative to meshsmooth which was a bit more resoure consuming than turbosmooth. Basically you could say Turbosmooth is faster, although the meshsmooth
was also modified since it's rising.
In the end it should make no difference!

Digitaldruid
12-05-2008, 10:31 AM
in regards to mesh smooth vs turbo smooth I would say go with turbo smooth as its a newer and more effecient smoothing technique. secondly i have to stress that its a very very bad idea going down the stack. as battlemaster has stated its better to add a edit poly modifier on the stack and making your tweaks. another possibility is to save the uv mapping and then then go down for the tweaks and once thats done go back up the stack and load the uv's

Spaceform
12-18-2008, 04:25 PM
I suggest you to study the modifier stack and its workflow in order to efficiently work in max.
UVW unwrapp is a topology dependent modifier that base its calculative process upon the geometry that is passed up the stack.Every geometry has a topology that is defined by vertex numbering on wich the program "knows" wich vertex is where in the space.
So the warning basically tels you that if you change the topology of the model lower in the stack that the topology dependent modifier(UVW unwrapp in this case) may have undesired results.
So,never change the geometry in the lower level of the stack than the topo dependent modifier,it will ruin the purpose of such a modifier.
And,saving of the uvs will not work if you change the geometry cause the topology is again uncompatible with the uv map.
Allways collapse the stack to the uvw level and then edit the geometry;if you choose not to collapse add an edit poly modifier above the uvw unwrapp and check the "preserve uvs"checkbox.
Really it is very important to understand the modifier stack logic and the calculative process of it to work efficiently in max.
There are really good books that do a great job explaining those basics like "harnessing 3ds max"series.

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