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A couple simple quesitons with UV unrwaping
show user profile  9krausec
First, with the scale option, what hot keys allow me to switch between horizontal scale and vert scale (such a waste of time to keep on manually switching it to one or the other.

Dial up warning on video link.
Second, watch this vid...http://screencast.com/t/euOwxehtg
.. And see if you can figure out why I am not getting straight checkers on the polygon shown, even when on the uv edit screen everything looks good and aligned (even though it is a small part of the texture I still would like to figure it out)..

Thanks for the help!




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read 483 times
8/9/2009 5:17:13 PM (last edit: 8/9/2009 5:17:13 PM)
show user profile  Garp
1. Go to Customize User Interface > Keyboard panel. Pick the Unwrap UVW in the Group drop-down list and find the Scale Horizontal and Scale Vertical actions. Then assign your shortcuts (no default).
To use them you'll probably have to check the Keyboard Shortcut Override Toggle (next to the snap tools on the main toolbar).

2. Hmmm...




read 474 times
8/9/2009 5:29:00 PM (last edit: 8/9/2009 5:29:00 PM)
show user profile  K-tonne
looks like that poly isn't completely flat and the hidden edge is casusing it

Website and Portfolio

read 459 times
8/9/2009 7:53:14 PM (last edit: 8/9/2009 7:53:14 PM)
show user profile  9krausec
Thanks for the replies.

Garp- Got this far... How do I create another action?

Photobucket




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read 450 times
8/9/2009 8:57:29 PM (last edit: 8/9/2009 8:57:29 PM)
show user profile  Garp





read 444 times
8/9/2009 9:03:13 PM (last edit: 8/9/2009 9:03:13 PM)
show user profile  9krausec
Thank you for the quick response. I do have one more question then I will leave this thread alone for a little while... This is my first time really uv Unrapping anything and I am trying to get my head around everything right now. I have my grip for my glock and the best wrap I could do is this..
http://screencast.com/t/PsXKobH4

Now is there a better way to do this or am I going to pretty much need to move every damn vert to get the squares to not stretch? I just dont want to waste hours and hours if I don't have to. Any help would be awesome.


This just makes me wonder how people do this with super high poly models.




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read 439 times
8/9/2009 9:11:10 PM (last edit: 8/9/2009 9:14:56 PM)
show user profile  Garp
Well, do you really intend to paint inside the grooves?
Personally I'd go for a procedural dirt material and paint the largest areas.

Q: how did you get a 'perspective' unwrap?




read 431 times
8/9/2009 9:52:24 PM (last edit: 8/9/2009 9:52:24 PM)
show user profile  9krausec
come again? Perspective?

Edit: I am still having trouble with these crooked squares.. I am straightening everything to a "T", but it still comes out crummy... There are no extra edges or anything, I don't know what is warping the squares. Look at the uv edit and then look at the same highlighted piece... wtf?
http://screencast.com/t/UkHCg2VXIx




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read 428 times
8/9/2009 9:59:19 PM (last edit: 8/9/2009 10:04:08 PM)
show user profile  Garp
The distorsion seems to occur along the diagonals. Try turning them and see what happens?




read 422 times
8/9/2009 10:19:38 PM (last edit: 8/9/2009 10:19:38 PM)
show user profile  9krausec
I rotated them (probably not what you meant by turning them) and it didn't do anything. I then proceeded to puts with individual verts to move them to straighten out the squares. It worked, sort of, but I am very skeptical that this is the right way to do it. If this were the right way, then it would take me seriously about 200 hours to texture this gun.. I made a vid so you can see how by messing with the verts I was able to get better squares... God I hope this is not what I need to do to get good checkers or I WILL go insane..
http://screencast.com/t/uNZpWn9dnB

Any input is much appreciated.

Edit: I mean that would be against the concept of unwraping your 3d object into a 2d plane.. I have my polys aligned perfectly with my checkers on the edit screen... argg..




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read 417 times
8/9/2009 10:36:06 PM (last edit: 8/9/2009 10:37:44 PM)
show user profile  Garp
By turning I meant using the Turn button in the Edit Edges rollout. But that wouldn't solve it anyway.

Even though your polys are perfect rectangles in the UVs dialog, that is not the case on the model. Each quad is made of two triangles that are making a small angle. So when the perfectly rectangular texture is applied to the unperfectly rectangular quads you get a distorsion.




read 407 times
8/9/2009 10:46:11 PM (last edit: 8/9/2009 10:46:11 PM)
show user profile  9krausec
so how do I make them perfect rectangles if all polys are made up of those triangles? What course of action would be best to make this at least somewhat simple?




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read 381 times
8/10/2009 6:08:35 PM (last edit: 8/10/2009 6:08:35 PM)
show user profile  Garp
Ah, that word, 'perfect'.

A couple of analogies.
Imagine trying to cover a curved surface with flat bits of rubber. You'll have to stretch them. The smaller and more numerous they are, the less stretching, but still. These are the parts of the texture you're mapping.
To avoid the stretching, you can see your model as made of cardbox and you're cutting pieces that can be flattened. Depending on the geometry, you'll end up with quite a large number of pieces. Which means a lot of discontinuity in the texture, hence a lot of seams and extra work (seam mapping, render to texture, seam painting,...) So you cheat a little and stretch some parts to keep the continuity (back to the rubber thing).

Now, polys being made of tris, when you map a poly, you define triplets of UV vertices, each one telling the software to take that triangular part of the texture and make it fit the corresponding face (tri) on the model. The way max does it is linear, that is there is no interpolation to smooth the distorsion between two adjacent tris (unlike surface shading, for example). Hence the result you see on your model where straight lines in the texture appear broken on the surface where the hidden edges are.

Forget 'perfect'. You have to make a compromise and define the level of detail you want. Exactly like the number of segments that cylinder needs to 'look round enough' in the final. Ideally you could keep the imperfections at a size where they are just a bit smaller than a pixel in the render. But that's a lot of work and a good texture can hide most of these imperfections.
At first, I thought things like 'good planning', 'planning ahead', etc, were just purist talk. After a few hundreds of hours wasted, I think otherwise.




read 367 times
8/10/2009 7:01:22 PM (last edit: 8/10/2009 7:45:15 PM)
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