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Unwrap Tub with side holes.
show user profile  FX
I haven't done anything beyond basic unwrapping for a while, how would you go about unwrapping this, the holes are causing me issues, in theory I should be able to do it using the unwrap strip function which almost gets it, but the holes cause issues.

Also the inner wall is slightly tapered in so when I unwrap it's curved.

Anyone suggest a better approach than my current fumbling around ? I really need to get a better grip of the uvw editor.

tia


read 607 times
1/8/2015 3:19:38 AM (last edit: 1/8/2015 3:19:38 AM)
show user profile  herfst1
Select the outside and detatch it. Now cap the holes and unwrap.

Cap the holes for the inside and unwrap it.

Delete the capped holes and attach it all as one.

Bam.
read 604 times
1/8/2015 4:12:53 AM (last edit: 1/8/2015 4:12:53 AM)
show user profile  FX
Wasn't quite bam but got there in the end "cap"...jeez, and I was trying to do it all in one without detaching sections, I need to learn patience... it'll save time, need to tame the UVee's :)

cheers dude.


read 589 times
1/8/2015 6:03:08 AM (last edit: 1/8/2015 6:03:08 AM)
show user profile  herfst1
No problem. I think I learned that trick from Grotey for unwrapping a face. Could be mistaken...
read 586 times
1/8/2015 6:33:52 AM (last edit: 1/8/2015 6:33:52 AM)
show user profile  FX
Slight issue with the top of the curved tub, I've unwrapped it as a separate strip, but there's a distinct line when I add the displacement mod, "Keep Continuity" is checked, are the UV shells causing this ?
If I add that top strip to the main front face I get stretching on the top.

:links to bigger image:


read 584 times
1/8/2015 6:42:09 AM (last edit: 1/8/2015 6:43:31 AM)
show user profile  herfst1

read 575 times
1/8/2015 7:59:45 AM (last edit: 1/8/2015 7:59:45 AM)
show user profile  FX
Ah, perfect, thanks, I knew I needed to get walls flattened out in one shell, just couldn't figure out an easy way to do it.

This shit never sticks, seem to be re-learning it every time I reach for it :/
read 543 times
1/9/2015 4:46:08 AM (last edit: 1/9/2015 4:46:08 AM)
show user profile  Octopuzzy
What is the point of that detach nonsense? Seems very old school to me.




read 514 times
1/10/2015 7:25:24 PM (last edit: 1/10/2015 7:25:24 PM)
show user profile  herfst1
To make your life easier. Sure, you don't need to, but if you can, why not. I got in the habit after having max crash all the time when I'm relaxing with too many poly's in the uv map.
read 508 times
1/10/2015 8:06:11 PM (last edit: 1/10/2015 8:06:11 PM)
show user profile  FX
If it makes life easier I'm with the old school approach, more control more visual understanding of what's going on.

I've been working mainly on product renders for the last year absolutely no call for UV unwrapping whatsoever beyond a quick planar and flatten.

I don't have a great understanding of the Unwrap UVW process, I lose patience when it doesn't behave as expected...which is most of the time ;)

Of all the tutorials I've seen none explain or demonstrate the underlying process well, the fundamentals, the foundation.
They all unwrap something I rarely will have the need to unwrap, everyone seems to have different techniques and approaches, and complex models constantly throw up curve balls.

I'm waiting for "Grant Warwick Unwrap UVW Essentials" :)
read 505 times
1/10/2015 9:29:49 PM (last edit: 1/10/2015 9:29:49 PM)
show user profile  FX
Can't get the bloody thing to work, so I ended up splitting the walls into 2 vertical halves, detaching the pipes/holes, using cylinder unwrap, flipping the inner wall, attaching the walls together again , head-butting the monitor, welding the verts, kicking the cat, then running a relax by face angle to solve the stretching on the top curve and straightening up the end edges that relax seems inclined to warp like a ninja.

I fucking HATE UV mapping. :(
read 464 times
1/15/2015 5:14:51 AM (last edit: 1/15/2015 5:14:51 AM)
show user profile  Dave
I'm with octopuzzy on this one, physically detaching geo seems awfully redundant.

You can unwrap based on sub object selection alone, so literally breaking pieces apart is just an unnecessary step. Borders of your selection = UV seams.

One main functionality of unwrapping Vs basic uv mapping is being able to create seams specifically to avoid detaching meshes.

You guys are all loco.

Edit
My pro tips for unwrapping:

Bind "stitch" to a keyboard shortcut.
Use "break" a lot on edges within the unwrap window or 3d viewpoirt. (ctrl + B)
Use "relax" 99.99% of the time.


"I flew over Egypt once"

read 439 times
1/15/2015 4:41:24 PM (last edit: 1/15/2015 4:44:28 PM)
show user profile  herfst1
If you use the technique I used in the video without detaching you'll run into issues more times than not (it gets all confused and doesn't create the island I'm after).

If I'm unwrapping a 20K+ model and will be doing relaxing, then I'll always do it in segments so that max doesn't crash.

If I'm just pelting then, yeah, no point detaching.
read 430 times
1/15/2015 5:43:55 PM (last edit: 1/15/2015 5:43:55 PM)
show user profile  FX
I disagree completely, detaching a mesh prior to Unwrapping is the quickest way to get it to the island, it's a neater method, gives you a good visual of what your doing and there's less clutter in the UV window, and less things to go potentially wrong.

Already have stitch and break bound, but yeah I go with Dave, get the damn thing into it's island and just relax.

I still think all the UV tuts I've seem fall foul of the same issue that plagues modelling, "Hi kids....today we are going to learn how to model a nipple ring"..."you won't fully understand the modelling process but you will be able to make a nipple ring...how cool is that?"

btw ...that unwrap strip needs taming, in theory it's great, in practice it's fucking funky :)




read 422 times
1/15/2015 7:03:20 PM (last edit: 1/15/2015 7:15:59 PM)
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