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pinched UV's on radius of loft
show user profile  topofsteel
How do people handle this situation? I have a loft that turns a tight corner and the UV's are getting pinched. I looked at replacing the UV on the top surface with a plane and using a different material. Is there a better way to apply a material to that area with predictable results? Thanks.

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8/2/2015 2:58:40 PM (last edit: 8/2/2015 2:58:40 PM)
show user profile  FX
You need to straighten your uv's, ...Unfold Strip from Loop, or Straighten should do it.

select an edge in the unwrap ui and hit this...

herfst1 demoed it in a vid for me a while ago I can't seem to find the thread.

read 379 times
8/2/2015 3:10:36 PM (last edit: 8/2/2015 3:23:18 PM)
show user profile  herfst1
Booyah, from da archives...

read 367 times
8/2/2015 6:54:58 PM (last edit: 8/2/2015 6:54:58 PM)
show user profile  FX
That's the one ;)

Also check this one out , round about 8 mins in he starts to hammer out irregular shapes with the same method.

That vids pretty cool, covers just about any UVW'ing issue you may have, the cow at the end is pretty neat.

read 358 times
8/2/2015 8:47:29 PM (last edit: 8/2/2015 8:47:29 PM)
show user profile  sheheryar_noor
is that how your mesh is?
It would hardly take a min or two.
read 356 times
8/2/2015 9:16:09 PM (last edit: 8/2/2015 9:16:09 PM)
show user profile  topofsteel
@FX @herfst
Thank you both. Sadly, it wasn't clear how to apply that to my situation. But I am using the 'generate mapping cords' option in Loft so I'm getting a UV grid that follows my geometry. (If i'm understanding what that is used for correctly). But watching the second video it was obvious that TurboSmooth was what I was missing. In that video it looks like TurboSmootrh is only effecting the UV's, not the geometry (minute 8:30). I'm creating content for a real-time application and need to maintain a low poly count. How can I do this while keeping my model optimized? I tried applying ProOptomizer, what a mess. I use Maya (can I say that here) for optimizing my meshes so I can hold material boundaries and quads.

@sheheryar_noor I really wanted the UV's to follow the geometry, but I didn consider that as an option.

I started using MAX out of necessity and have been learning slowly with each new problem. Thanks for your help.

read 347 times
8/3/2015 12:42:41 PM (last edit: 8/3/2015 12:42:41 PM)
show user profile  herfst1

read 342 times
8/3/2015 1:18:31 PM (last edit: 8/3/2015 1:18:53 PM)
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