UV Mapping and MeshSmooth Modifier


#21

This is an example man. Just an example… I am modeling a commode buy the way.

I know there is a chamfer box and it is also so diffucult to unwrap. I have a topic that asks how to do that. Anyway, this is not the point. The point is Why Max behaves like that when We apply a smooth modifire ???


#22

Can you upload a file which has this problem?


#23

Do you mean the file that contains a box?? If so; I am sending it now …

But I cannot send the other one which is the commode… It is in the company now and I can not access it now…

Just take a look at the simple primtive box object and try to figure it out…

If I access later on; I’ll send the commode too. But I think that they have the same basic problem…

Here is the file…

Just turn the turbosmooth on and off and see What is happening… The box has been unwrapped and you can see the UV template by adding an unwrap modifier.

NOT: Please don’t try to unwrap the box after apllying the smooth modifier and callopsing the stack… I know how to do this and it is not What I wanna learn for this particular case.

See you soon…

Best Regards;

Ozioz


#24

Hm sorry guys but i can not see a problem with your mapping
or with the Turbosmooth.

I mean just have a close look at your low res mapping.
Its “normal” that after the turbosmooth mod the mapping is changing a bit (some kind if relaxing - especially at the corners!)
When you add another unwrap to your stack and watch these parts of the mapping you can see clearly why the distortion is happening.
If you now just select everything ( Face + Element ) and open
the relax dialog. (Relax By Edge Angles ) It = 100 | Amount = 0,65
Disable Keep Boundary Points fixed -
and click 3 or 4 times apply the distortion will be corrected.

I think you will always get these kind of uv distortion after applying
Turbosmooth or Meshsmooth.

NAIK


#25

Hmmm … Thank you… I am so confused about that. If it always happens it must be a bug … I guess it is really an annoying situation. It even occures for a simple box. You should see the commode that I have modelled… Noooo, you never wanna see What happened to its UV map…

Nowadays, I work on Modo and I downloaded its trial and just took a look at its UV tools. If it was imposible, Modo wouldn’t be able to do that either.As you know, It is a Sub-division modeler and the objects in Modo are really smoothed. Am I wrong?? So I mean that it is possible or we are making something wrong … ( I hope it is not a bug )

Anyway, I’ll be here untill I am satisfied with an answer for my problem…

See you soon…

Best Ragards;

Ozioz


#26

Before you scream bug you should learn the basics. I give up on you.


#27

It even occures for a simple box.

I think you dont understand the problem.
A Box ( depending on how you handle it , Mapping etc ) is a perfect situation where these distortions appear after applying a Turbo/Mesh - Smooth.

Also waiting till you get the best answer is not a good alternative.
Instead of that - dive into the problem and try to solve it on your own.
Belive me…

I would recommend you to read the Mapping Tutorials which come with Max. Perhaps then you get an idea about your problem.

NAIK


#28

I wanna thank you guys for answering the questions that I’ve asked so far. Even though they were not be able to solve this “BASIC” problem. And I agree that I shouldn’t wait for the answer…

I know how to use UV mapping tools and I do not need to learn the “BASICS” of the UV mapping in 3d Studio Max. This thread does not focus on how to use Unwrap modifire… I hope it is clear enough. What I wanted to achieved by starting this thread was whether that was a comman situation or not. How can I make sure whether It was my mistake or not without asking the other users?? Unwrapping a detailed human head is relatively very simple and nothing happens when you add the meshsmooth modifire to it. Whereas a simple box doesn’t give us any successful result with smoothing. I got surprised and thought I had done something wrong. I decided to ask you guys in this forum. Is there anything which is more “BASIC” than unwrapping a box primitive object?? The point is not using UV mapping tools. In deed; The point is working out If It is a mistake or a comman situation… Please don’t teach me how to use referance and tutorial files that comes with 3d Studio MAX. I can access them whenever I need and I can decide How properly those pages can solve my problems and deficiencies about Max. Referance and tutorial files have taught many things except for this little case.

Anyway; Don’t worry… I will not write anything about this particular “BASIC” problem.

Once and for all, let me say something: If you think that a question is not that necessary, write nothing. If you don’t know the appropriate answer , write nothing. You do not have to write anything. That is what I have been doing since I became a member of this huge forum. I can agree that I have insisted so much in order to have an answer… That doesn’t make any differances…

Am I angry?? No, I don’t think so. Maybe a little bit disappointed…

Thank you again.

Best Regards;

Ozioz


#29

That’s a common Max problem.
Open uvw-edges won’t be smoothed as long as the geometry edges aren’t open, too.
There are uv’s in your map that lie on top of each other but aren’t welded, so you have much more open edges than necessary. If welded those uv’s will smooth reasonably well.
Of course there have to be seams somewhere. In your example you can set the crease of the additional loops around the actual edge to 1. That will keep them in place both in the geometry and uv’s but that solution is not suited for all cases. Also adding more geometry will reduce the amount of distortion. Relaxing the uv’s like Naik said should help in many cases but will also move the uv’s out of a rectangular grid/straight lines if you are not carefull.
That said, if you apply a meshsmooth and check the “old style mapping” box you’ll see that things used to be a lot worse in ye olden days, which gives hope for the future. :wink:


#30

hi all…iam green,…can all of u help me give uvw mapp video tutorial?..


#31

http://www.google.de/search?hl=de&q=3dsmax+unwrap+video+tutorial&btnG=Google-Suche&meta=


#32

thnx… but i use 3ds max 8…sometimes max8 not same tehnique with other 3dmax series


#33

Did you even tried that(beside the fact that it is a bad habbit to hijack threads)?


#34

ok…i dont mean do that.sorry:shrug:


#35

Hi,

yeah, I’ve come across this before - not sure I’d call it a bug as such just the way it is.

Anyway, I remember Peter Watje from Autodesk giving me a tip as a workaround - I can’t find the exact thread, but it basically involved

edge split the mesh along your UV seams (because turbosmooth doesn’t distort the UVs on open edges),

Turbosmooth the mesh.

Then use the Channel Info utility to copy the mapping data

Weld your edges back.

Paste the mapping data.

I’m not sure if it was exactly this, but it was something along those lines.

A pain, but it seemed to be the only way to do it.

  • Steve

#36

Wow Steeve, now that’s a usefull tip! Thanks!


#37

No probs, just hope I got the workflow right :slight_smile:

The main drawback I can think of is that you have to decide what level of subdivision you’re going to use when you copy the data - I’m not sure how successful it will be adding another TS on top if you find it’s not quite smooth enough.

Cheers

Steve


#38

No probs, just hope I got the workflow right

The main drawback I can think of is that you have to decide what level of subdivision you’re going to use when you copy the data - I’m not sure how successful it will be adding another TS on top if you find it’s not quite smooth enough.

Cheers

Steve

Hey Steve, I know this thread is a little old, but you mind elaborate a little more on the workflow you mentioned above? I tried that and I could not make it work. Do you need to unwrap AFTER the TS or BEFORE? My stack is like:

  • Turbosmooth
  • Unwrap UV
  • Editable Poly

#39

Hi,

I’m a little fuzzy on the details to be honest - I’m pretty sure it went something like you unwrap before the TS, but you add an edit poly to split the edges along the UV seams, then Turbosmooth that, copy the mesh data using channel info (since TS won’t smooth across seams it should stay straight)

Then I think you can delete the edit poly from the stack.

I’ll have a look tomorrow and see if I can figure it out again.

  • Steve

#40

I tried your suggestion in a lot of diferent ways but no good so far - I ended up having to unwrap the smoothed object (which sucks sometimes). I’m gonna try something metamesh said to me in another thread to see if there’s any gold there (http://forums.cgsociety.org/showthread.php?p=4876118#post4876118).

But I’m still waiting for the workflow you mentioned earlier Steve. And sorry for annoying you with this doubts!