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Flattening complex surfaces
show user profile  Shelty1
Hi everyone,

I am designing a shoe as part of a university project. Currently the model is in solidworks. What i am hoping to do is import it into max then flatten out the various surfaces. I would then use these outlines as templated for cutting my materials before assembly. I understand it is possible to flatten surfaces in max and have had some success with simple max generated shapes, cubes etc. However when i use an imported model the program seems to get very confused about what surface goes where.

Has anyone had any experience with this problem?

Any advice would be much appreciated.

Ed
read 670 times
3/26/2009 7:30:48 AM (last edit: 3/26/2009 7:30:48 AM)
show user profile  mrgrotey
Its not a standard function of max to do that but there is a plugin or script somewhere that can take your model and flatten it out to match the unwrapped uvs you create...


I'll try and find it but if anyone can remember the name of it be my guest...




read 666 times
3/26/2009 7:34:17 AM (last edit: 3/26/2009 7:34:17 AM)
show user profile  mrgrotey
Ok the name of the script I was thinking of was ChilliSkinner. It would seem it doesn use the existing uvs, it creates its own, but have a look and see if its for you....
http://www.maps.bassface3d.com/tutorials/texturinglpm2.php


heres the script...
http://www.scriptspot.com/3ds-max/chilliskinner





read 661 times
3/26/2009 7:48:08 AM (last edit: 3/26/2009 7:48:45 AM)
show user profile  Octopuzzy
Do you really need the actual mesh flattened out? Why is it not enough to work with the UVs?

Btw converting UVs to mesh is sort of a standard function in max, but its not very reliable heh.
In Tools/Channel info, you can just copy the info from your map channel and paste it into the poly channel. The mesh will end up tiny and probably messy but just convert to mesh/reset x-form and all that to clean it up.




read 645 times
3/26/2009 9:11:39 AM (last edit: 3/26/2009 9:11:39 AM)
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