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mudbox map repeating
show user profile  stevey2shoes
Can someone give an idiot proof answer to this please.
I've imported a poser model into mudbox, I'm trying make my own but it wont compare so i really feel like taking the poser short cut.
Trouble is, if I paint on one body part, the paint also appears, on a couple of other body parts.
No doubt someone will mention UV MAP/ UNWRAP/REWRAP, and Ill look through countless tutorials showing me grids of flattened objects and I'm supposed to know what it all means,
just sounding off through frustration and generally feeling thick as these problems are easy for you guys, but if someone can greatly simplify it, id be very grateful.
read 1126 times
12/10/2011 11:26:25 PM (last edit: 12/10/2011 11:26:25 PM)
show user profile  Paunescudanutz
1. Imagine a 3D object
2. This object is made out of faces (polygons)
3. Textures (2D images) are applied through projection on your model
4. To project a 2D texture on a 3D model you have to flatten out the polygons of the model so that the polygons are in 1 plane, 2D , like the image or texture you want to apply on them.
5. You don't flatten your actual model but think of it as an imaginary duplicate of your model, the UV's (U and V stand for spatial coordinates). Every polygon in the UV set has its corespondent in your 3D model.
6. The image you apply on your flattened polygons will be displayed on your actual model.

After you model an object its UV's have to be unwrapped (flattened in a nice way) so you can apply an image on top of them.

Check the UV Unwrapping (part 7) part of this tutorial to learn how to use the UV unwrap modifier. I suggest doing the whole tutorial, it won't hurt.

I hope i'm not wrong with the above, but that's how I see UV's in a non-technical manner.


<---~( Daniel )~--->

read 1123 times
12/11/2011 12:09:38 AM (last edit: 12/11/2011 12:13:52 AM)
show user profile  stevey2shoes
Thanks for the reply, that really helped, will re watch the turtle video again. Steve
read 1115 times
12/11/2011 12:20:09 AM (last edit: 12/11/2011 12:20:09 AM)
show user profile  LionDebt
Unwrapping is bit like a puzzle. There are some technical things you need to know about islands, stretching and seams - which if I remember well enough, are covered in detail in Groteys Turtorial.

I found it the hardest thing to learn so far, I've not mastered it, but I am at least getting better.

I like to think of it as pulling your 3d model apart, surface by surface, until you have every visible piece of the model represented in 2d. While doing this, sometimes the surfaces will stretch or contract as you peel them off and might require tweaking in the UV Editor window. Some peeled surfaces will look identical to other parts of your model, and they can be overlapped in the UV Editor to conserve space.

A couple of tips:
Use a checkered tile material to monitor the translation of your UVW co-ordinates on your model in real time as you do your unrwap.
Standard>Diffuse Slot>Chequered

Always remember to untick the 'Normalise Map' setting on the modifier panel for the UVW Unwrap. This will squeeze whatever you 'peel off' your model into the active UV space (usually a 256x256 to 4096x4096 square), and can inadvertently distort or squeeze your unwrapped pieces.

Finally, practice practice, practice. Practice. PR.AC.TI.CE. You'll get it right eventually.

read 1109 times
12/11/2011 2:12:18 AM (last edit: 12/11/2011 2:12:18 AM)
show user profile  Paunescudanutz
My models used to have shitty UV's because i wasn't spending a lot of time at the unwrapping part, its an important process, so take your time with it


<---~( Daniel )~--->

read 1101 times
12/11/2011 10:19:06 AM (last edit: 12/11/2011 10:19:06 AM)
show user profile  stevey2shoes
found this but I still want to cry, just all seems so over engineered, he says all I need to know in the first 6 seconds
Thought id post if anyone else has trouble

read 1098 times
12/11/2011 12:26:59 PM (last edit: 12/11/2011 12:27:24 PM)
show user profile  stevey2shoes
I just found out about paint deformation, great this is MUCH more my sort of thing, this pretty much turns max into mudbox :-) as far as sculpting.
is there any similar way of painting straight onto a model, as per z brush or mudbox, instead of second guessing all this uv mapping malarkey?
read 1094 times
12/11/2011 1:02:18 PM (last edit: 12/11/2011 1:02:18 PM)
show user profile  Paunescudanutz
unwrapping is the way to go, try learning it on simpler objects then move to characters


<---~( Daniel )~--->

read 1091 times
12/11/2011 2:08:19 PM (last edit: 12/11/2011 2:08:19 PM)
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