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Texture issues with turbosmooth applies?
show user profile  aniworld
Hi i have a model which is basically a cylinder with two hole in it, once i add a uv map and a turbo smooth on top i get this?

i tried remodelling this again and applied the texture to find this on the underside?

anyone know what is happening?
the original model was a spline which i used lathe modifier to turning into a 3d object then converted it into a editable poly and cut the holes into it.

also currently i have the turbosmooth on top of the uvw map modifier

here is the file for anyone who would like to have a look for them selves:

im really stuck on this and would appreciate any help :)

read 2303 times
1/22/2012 11:46:21 PM (last edit: 1/22/2012 11:46:21 PM)
show user profile  gogodr
add the UV map on top of the turbosmooth.

Hello there

beautiful ;3

read 2296 times
1/23/2012 12:00:10 AM (last edit: 1/23/2012 12:00:10 AM)
show user profile  aniworld
:) that has worked cheers!
but why is this happening? i've made characters before and always had the turbosmooth on top why is this simple model reacting like this? is it something i haven't done right?
i did reset the xform before modelling the holes into it? and afterwards but still the same issue?
read 2291 times
1/23/2012 12:23:55 AM (last edit: 1/23/2012 12:25:19 AM)
show user profile  aniworld
Can i just ask another question, why does my opacity map im using only effect the diffuse map and not the bump or specular?
I have a honey combe effect for the floor abd an opacity map with a gradient to blend it out but i can still se the bump and spec beyond the diffuse?

I should add that because i needed to scale each uv differently (honey combe and opacity map) that they are on different map channels but in the same texture.
read 2288 times
1/23/2012 12:36:58 AM (last edit: 1/23/2012 12:38:57 AM)
show user profile  Garp
You need to composite the opacity map with the others.
Otherwise you couldn't make a reflective bumpy glass object, for example. Or ripples on clear water. Or...

read 2265 times
1/23/2012 3:28:42 AM (last edit: 1/23/2012 3:28:42 AM)
show user profile  gogodr
on the why question:

it is because UV map makes the UV acording to the polygons it haves, since with turbosmooth you are adding new polygons and deforming them of course you will get texture deformation along with it.

it worked before? maybe you just didnt notice the deformation or you were just lucky enough and the model was simple enough to have no deformation.

moral of the story: always place the UV on top of the last poly modification mod you have, otherwise you will have inaccurate UVs

Hello there

beautiful ;3

read 2258 times
1/23/2012 9:04:41 AM (last edit: 1/23/2012 9:04:41 AM)
show user profile  Garp
I don't agree about placing the unwrap above a turbosmooth.
Doing this will make a hell of the unwrapping process.

read 2253 times
1/23/2012 10:31:31 AM (last edit: 1/23/2012 10:31:31 AM)
show user profile  nemac
Just add more geometry until you have an even mesh distribution. This will minimize the deformation caused by smoothing. But the more complex your geometry becomes the harder it is to make changes and the harder it may be to unwrap. So then if you have a really complex model, unwrapping after smoothing just doesn't make sense.

The correct way is still: model > unwrap > smooth, you just have to figure out how to handle the mesh and where to have your seams.

Have a look in this previous thread

I did a quick search and it seems that other 3D packages handle UV integrity & smoothing a lot better than max. Are they planning on improving this area in upcoming versions of max?
read 2250 times
1/23/2012 10:57:26 AM (last edit: 1/23/2012 10:57:26 AM)
show user profile  nemac
read 2250 times
1/23/2012 10:57:27 AM (last edit: 1/23/2012 10:58:10 AM)
show user profile  Paunescudanutz
Having the model unwrapped and then Smoothed makes the process much more easy but how is a good way to get rid of the deformation of the TurboSmooth? Working on a Hard Surface High poly model atm myself. So any ideas?


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

read 2234 times
1/23/2012 1:30:45 PM (last edit: 1/23/2012 1:30:45 PM)
show user profile  BishBashRoss
Insert more edge loops around the problem areas.

read 2232 times
1/23/2012 1:31:44 PM (last edit: 1/23/2012 1:31:44 PM)
show user profile  aniworld
how do i composite the opacity map with the others? as described above?
i have put my map into a composite map with the under layer being matt black and the upper layer being what i had before but still i can see the bump map beyond the opacity map?
read 2221 times
1/23/2012 4:34:09 PM (last edit: 1/23/2012 4:34:09 PM)
show user profile  nemac
Paunescudanutz, look at groteys reply in the thread I linked earlier in regards to having support edges and selecting the appropriate faces to be unwrapped.

What you can do is place a turbosmooth (and have it on) above your unwrap uvw, go back to your uv editor, select some faces and see what happens to them with smoothing on.
read 2194 times
1/24/2012 3:27:35 AM (last edit: 1/24/2012 3:27:35 AM)
show user profile  K-tonne
check the opacity map is going all the way to black- sounds like it isn't

Website and Portfolio

read 2187 times
1/24/2012 4:16:55 AM (last edit: 1/24/2012 4:16:55 AM)
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