View Full Version : UV maps and Sub patches in Lightwave
First i think this board really is a treasure chest of artwork and info.
O.K to the question...
After having made a low polycount model in lightwave UV mapping it and texturing it i want to toggle subpatches on for animation, smoothing, tweaking geometry and rendering. When i look at the texturing it is all messed up, every time a polygone has been subdivided the texture is pinched. Then i have to remap everything after freezing the subpatches
This does not happen in softimage, have i been missing something in lightwave, is it really true that models have to be uv mapped and textured in their frozen high polycount form making the process a nightmare.
Is there any way round this, please tell me yes and how.
Hmnn could be that this should have been in the Lightwave section, but i dont want to spam the boards
05-07-2002, 08:32 AM
Hmmmm... that sounds really weird :surprised
You don't have to freeze the mesh before UV unwrapping, but possibly if the one you unwrapped has a really low poly count, then it would cause problems. I personally never freeze before texturing - it slows down modeller far too much.
Won't you post a render where the texture is messed up??
Leigh thanks for the quick reply. This is a really low poly guy 1k but i was hoping to do a high poly version, it was not modeled as a patch mesh but just something i had on my hdd, so it is not the best example
I have had the problem loads of times and it has really stopped me arranging my maps the way i want and costs me a fair bit of time. I have the feeling i must be missing something basic :P
05-07-2002, 09:44 AM
Ummm..... did you use planar unwrapping??? What kind of unwrap did you use?
Hmnn, well the torso front of the is planar in the z axis, the side in the x axis the back is in the z axis again but negative U then they are placed next to each other and the points on the seams welded and tweeked so as there is as little distortion as poss using a chequered temp texture and the pieces optimised so as to leave as little unused UV space as poss. The arms are cylindrical mapping on a streightened morph target. The head and hands are really messy, well non standard. this way there are only a few seams, little distortion and little wasted space. So it is not really any definate type of mapping.
Hell i will paste a mesh of the mapping if thats ok, i think it is pretty standard for game models.
BTW those are great eyes ;)
05-07-2002, 10:26 AM
*scientist who has just discovered something amazing voice* AHA!!! I think I know EXACTLY why this isn't working!!
It's those damn tri-polys!!! Get rid of them!!! You see the area where the t-shirt stripes are? Merge those 3-sided poys to form 4-sided ones.... I'm sure that should do the trick ;)
LOL Scientist... More like Genius. How you figured that out i dont know :)
That sorted it, I guess that edges are not so important to the shape on high poly. Now i am going to have to go through thousands of polies on all my old low poly stuff (some will be impossible) and certainly have a major rethink in my modelling style (no more triangles will be hard to get out of on low poly).
Many thanks for all the help and replies
05-07-2002, 11:57 AM
Glad to have been of help :)
I always try and avoid using tri-polys, as they often cause major problems like this... Although, like you said, it's tricky to avoid them when modelling in low poly. Best of luck! :bounce:
01-13-2006, 05:00 AM
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