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TheWriter
08-16-2003, 10:49 PM
I have decided it's better to model half a symetrical object, then clone it and combine after uv mapping the one side. I've seen this talked about though have trouble doing it.

As I understand you mirror first... which I did, I made an instance mirror. Then as I understand it, you have to ATTATCH after you move them in place. But to attatch I have to go into poly model I believe and when I do that, max want's to reset all my uv coordinates. So how do you guys do it?


Thanks.

P.S. Last step I believe is weld correct?

youknowjack
08-17-2003, 12:29 AM
Do you have max 5? Use symmetry.

It works for mapping too.

My workflow:
create half of the object, uv map, then symmetry on top.
Oh and, I thought convert to poly doesn't destroy uv coordinate?

Post if you got any question.

JACK

Smay
08-17-2003, 12:32 AM
Do you go backwards in your modifier stack?

I would add a new "edit mesh"-modifier, attach both parts, add a "select poly"-modifier and collapse the whole stuff to make it to "editable poly" again.

Donīt know if they added an edit poly modifier in Max5 which would make things much easier. Unfortunately I really miss such an modifier in Max 4.x :/.

youknowjack
08-17-2003, 12:53 AM
Smay, do you have max 5? (nope the edit poly still doesn't exist.. even in 3dsmax6! arrrggh)

If you have max 5, you can model half, and texture half, and have the symmetry modifier to do the rest.
( it slice the border, attach the mirror part, and weld the points!)

So, after finishing modeling and mapping, just go symmetry and then cenvert it to poly again.

I think in max 4 you have to make an instance of the object, texture it , then attach and weld? The uvw could be messed up though(I don't know about max 4) Let me try it in 5.

*edit* In max 4:
1.Have your original model(half) ready.
2.Mirror using instance or copy.
3.apply editmesh to one of them. Convert the other one to poly(or mesh)
4. Use attach.
5. WELD BABY!

Jack

Smay
08-17-2003, 01:04 AM
Nope, Iīm a Max4-user. TheWriter didnīt mention symmetry so perhaps he uses Max4 too :).

TheWriter
08-17-2003, 02:55 AM
Thanks guys. I got max 5.1, so I gave the symmetry thing a try. Seems to work. Though sometimes I worry if it's welding ALL the verts or not, can never trust those tolerance values too well. Good thing for model stats to compare.

Rivendale
08-17-2003, 03:06 AM
One thing you can do to check if the mesh is welded ok is to add a meshsmooth modifier and check the wireframe at the seam.

polyester
01-19-2004, 10:55 PM
I did a search and thought I'd just go ahead and post here instead of starting a new thread. This is relevant to what I'm dealing with.

I've got the symmetry thing goin on with my character to save having to unwrap identical geometry. The problem is that I'd like to be able to use slightly different texture maps. Right now, both sides are identical which I don't want! Any ideas as to the most efficient way of being able to use the same coordinates but different maps?

Thanks!

- Poly

urgaffel
01-20-2004, 12:20 PM
My initial thought is mapping channels, but I can't think of a good way to do it. There's probably a plugin or script that lets you copy the uvws fom channel 1 to channel 2. Could work I guess...

*edit*

Tried saving the uvws from unwrap, adding a second modifier, changed the channel to #2 and loaded the uvs and it seems to work. Just use a composite map for the different textures. Or, you might have to move the uvs so that they don't share uv space. I don't know anymore :cry:

Wardile
01-20-2004, 01:31 PM
Maybe im just lucky, but i applie my uvwunwrap, do the texture, clone my mesh, copy... instance, no matter.

Then i attach the other mesh without my uv's being reset.

Ive even attached more than 1 object to a mesh without my uv's being reset, but let me create or cut a poly on that mesh an d all goes to hell

kuman
01-20-2004, 02:02 PM
you know there is a plugin by peter watje called mirror tv's

it basically tries to search for verts on the other side via a mirror plane and assigns the tc's to them

http://www.max3dstuff.com/

-k

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