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View Full Version : UV Snapping - Big problem :\


SirApple
06-06-2009, 06:48 PM
Okay, I guess is the appropriate forum section for this (sorry if not).

Well I've had this problem now for awhile. I posted on a few game art forums, but despite all the help I got, nothing worked. The thing is I don't know where else to go, or what else to try. I've had numerous people help me, but nothing works, I'm just out of ideas. A lot of artists here are more experienced then me, so this is probably my last attempt at finding a remedy.:blush:

So firstly I'll tell you I'm using 3dsmax.7

You can view one of those threads here: http://www.game-artist.net/forums/support-tech-discussion/9688-uv-snapping.html

If you look through that thread that should give you a general idea of what I've tried. Most people tell me to adjust my weld threshold, but as you'll see in the thread, I can only lower it down to 0.01, if I go any lower it defaults it back to 0.0.


Its to the point now where I'm freaking out because I have work I have to get done, but can't because of this UV error :shrug:.

I've tried other things like, stitching parts around the snapping pieces, but regardless, the pieces still snap.

Here is a pic of the latest problem I have. Unlike last time, I can't get around it. Especially because its doing it on dozens of parts.

http://i486.photobucket.com/albums/rr222/trgallery/snapping.jpg

So basically, its the two verts at the stitch end of the part that collapse into one vertex. Which of course makes a mess of the UV... removing parts and such.

So thats basically my problem that has stamped a big stop sign on my current projects. If I wasn't clear enough on the problem, please tel me and I'll gladly give a better explaination. :)

I'm hoping there is someone here that has expierienced this problem and found a remedy.

Much thanks,
~SA :)

Psyk0
06-06-2009, 11:32 PM
I cant really say ive had this problem over and over altho i do get a few quirks on occasion, most of the time its an error in my mesh. Use STL check and apply a reset xform see if any problems occur, fix them and retry stitching.

In the unwrap editor make sure the stich bias is set to 0.5 and turn off any snapping (i see in your screenshots its turned off).

The reason you cant go lower than 0,01 has to do with the decimal precision you set in preferences/general/spinners.... the precision decimal is set to 3 by default and i dont think setting it to 4 would make much difference. Once you have set it to 4 you need to manually enter 0,001 instead of using the spinner.

I'm afraid this aint much help :shrug:

SirApple
06-07-2009, 07:30 PM
Thanks for help.

Well, it didn't work, but I guess its hard to fix something like this.

I decided maybe If I post images of the problem areas it may help a little. Additionally, the model is scaled so small, could that be a/the problem?

Here is one of the many problem areas. If you need better pics please tell me :).

All the faces on this area of this part snap (the curved part).

http://i486.photobucket.com/albums/rr222/trgallery/1.jpg

And here is the size of the model in the scene on the grid. Because as I mentioned earlier, maybe the size of the model in the scene as something to do with this snapping problem?

http://i486.photobucket.com/albums/rr222/trgallery/2-1.jpg

Sorry for the extremely large images.

Any ideas? :)

Thank you
~SA

Piflik
06-07-2009, 09:09 PM
The scale of your model shouldn't be any problem, because XYZ-space and UVW-space are separate. Most actions in UVW Unwrap are only dependent on the UV-space (while some can be dependent on XYZ-space, e.g. soft selection). Don't know what causes your problem, but if has to do with the weld threshold, you can also scale up the UVs and try stitching then, before scaling them back down.

For the cylinders (if you haven't already fixed them...) you can copy and paste the UVs of the already unwrapped cylinders.

Anyway I wouldn't unwrap that model the way you do it. I attached an image where I marked how I would do the seams (green)...I could be wrong though...

Psyk0
06-07-2009, 09:27 PM
I agree with Piflik, i would unwrap it the same way he showed. Here's another suggestion for you to try, why dont you add some edges on the N sided polygon and see if stitch behaves correctly? I'm probably wrong but its worth a shot.

When everything fails you have to resort to brute force, in this case, manual welding, i know it sucks but you'll eventually have to finish the asset, you cant really argue with the software when its costing you precious time.

SirApple
06-08-2009, 02:33 PM
Alright thanks guys :).

Your method of stitching would work. But the thing is there are so many other problem areas that still wouldn't work. One major problem is the spheres on the bolt, would be right in the players face when aiming, if those are messy, the person would see them for sure :\.

I've tried welding but it still snaps, I think. I may be welding wrong? If you guys have some free time and want to post about this I'm all willing to learn the correct way :). Its probably not difficult, its just I'm most likely doing it wrong :).

Many thanks for your help
~SA

Piflik
06-08-2009, 03:22 PM
There are two ways of welding in UV Unwrapp: 'Weld Selected' and 'Target Weld'.
'Target Weld' works on single vertices only. Select one vertex, click on Target Weld and then drag the vertex to the corresponding vertex on the other cluster.
With 'Weld Selected' you can collapse multiple vertices at once, but be sure that the vertices that you want to weld are closer together than the two neighboring vertices of an edge (see image) and that your 'Weld Threshold' is between the two distances. (When you click on the 'Options...' button at the bottom of the Editor, you have direct access to the 'Weld Threshold'...the distances are in UV-Space, not in XYZ-Space.)

http://forums.cgsociety.org/attachment.php?attachmentid=143148&stc=1

I have encountered these collapsing edges when stitching, too, but only on the first and last edge in a loop and independent of their length (I know I don't describe it very good...so I attached another image...). I don't know what causes that, but when I exclude these edges from the selection it workes correctly. I then weld the last vertices by hand. Since the edges in your example are all the first (and last ;)) of a 'loop', I think it might be the same issue, although I never had that issue with single edges...and my workaround also doesn't work in this case...

http://forums.cgsociety.org/attachment.php?attachmentid=143145&stc=1

SirApple
06-10-2009, 02:06 AM
Much thanks dude.

I have some other work to do over the next few days, but I'll come back here after trying your guys advice with my results (and hopefully no problems). :)

Again, I really appreciate the help.