View Full Version : UV mapping straps in max
ThreeOhEight 02-27-2009, 06:16 AM I'm working on a model that includes a lot of straps and wraps (Like cloth strips wrapping around an arm or leg) Basically what I did to model them is extrude an edge and work my way around the limb one polygon at a time. Now when it is time to unwrap, I am trying to find the best way. I have tried unfold mapping, and that works OK some of the time, but only when I am mapping the wrap without the shell modifier on. Ideally I would like to have the strap laid out in a straight line (as if it was literally unwraped from the limb).
Any suggestions? Thanks!
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soulburn3d
02-28-2009, 02:31 PM
Try pelt mapping in the UVW Unwrap modifier, it's perfect for that kind of thing.
- Neil
ThreeOhEight
03-01-2009, 09:41 PM
Yes, I have tried that. However, because the stretcher is round, it distorts the middle. Is there some way short of moving each stretcher vertex into a box that I would be able to get it not to distort like that?
Thanks!
jushra
03-02-2009, 07:05 PM
Well, if you use relax on the newly pelted uvw, it fixes some of that distortion. You'll have to toy around with it a bit though.
Psyk0
03-02-2009, 09:48 PM
Hmm ok you've tried unfold...
I usually prefer flatten mapping and setup a hotkey to "sitch selected" and weld back edges in no time in the shape that i want, using a bit of relax when needed.
ThreeOhEight
03-02-2009, 10:47 PM
OK, I'll try both and see what works.
Thanks!
soulburn3d
03-02-2009, 10:49 PM
Polyboost has tools for lining up Uvs. So you could use peltmapping to pelt your uvs, then the polyboost tools to line them up into straight lines. The polyboost tools have been integrated into max2010, so that might be an option for you.
- Neil
ThreeOhEight
03-05-2009, 07:10 AM
Hmmm, I hadn't thought of that. I was also looking at UVLayout. I'd imagine that it would make quick work of the straps, the only problem would be exporting it and then re-importing it. I'd loose my stack(although not much of a stack on these...), not to mention the hassle. They should make an export plug in for UVLayout that exports Unwrap UVW format so you can just import it into your stack.
What I have been doing, and so far it has worked well, is do a pelt map and stretch it a bit. Then I'll use relax by edge angles and about 100000 iterations. After a few minutes it is pretty straight with almost no visible deformation.
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