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View Full Version : [3ds max] Help on mapping a deformed pack of butter


Sasho90
12-26-2008, 05:57 PM
I searched Google for a guide or some help about mapping a deformed objects but I didn't find anything. I'm trying to map an opened pack of butter for which I have already scanned the real package. I have first modeled the package and deformed it. Is this the right way or I'm wrong? Here are some screenshots:

The scanned texture
http://img101.imageshack.us/img101/8157/buttertexturexk7.th.jpg (http://img101.imageshack.us/my.php?image=buttertexturexk7.jpg)

A screen from 3ds Max
http://img261.imageshack.us/img261/5215/butter3dsmaxjf2.th.jpg (http://img261.imageshack.us/my.php?image=butter3dsmaxjf2.jpg)

Thanks, and have a nice day.

scrimski
12-26-2008, 07:34 PM
Use a cylindrical UVW-mapping below the unwraqp, this should sort most of it out.

Sasho90
12-26-2008, 07:56 PM
Thanks for the reply.:) And what about the mesh density? I've always been wondering how to map high-poly objects. My assumption -make it low-poly and unwrap that low-poly mesh, texture it in PS, assign to object, put a turbosmooth modifier on top of UnwrapUVW? Or? I have a lamp shade that needs mapping and I'm wondering. It has a turbosmooth mod. and mapping 4000 polys is just... :surprised

scrimski
12-26-2008, 08:06 PM
Unwrapping before TS saves time of course(in this particular case I wouldn't bother because the shape is rather easy). Be aware that smoothing an unwrapped object can cause uv distorsions. I wrote a script which sorts this out in most cases, you may download it here (http://forums.cgsociety.org/showpost.php?p=4962152&postcount=55).

Sasho90
12-26-2008, 09:22 PM
A million thanks, Scrimski. :beer:

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