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I don't do much UVW unwrapping but recently I need to for a project. Its basically a chamfer box so it has large radius corners. The texture must be seamless all round.
I Thought I could planar map the top face and then planer map the bottom face. However after adding a mesh smooth it stretches and pinches along the center where the two planes meet. I also tried splitting the top and bottom and using pelt but the results are the same.
To fix this I can stitch the edges together then the checker pattern flows nicely but I cant do that on all 4 sides. How would You unwrap this shape to get the checker pattern flow correctly and meet up on all sides?
read 488 times
1/31/2014 11:42:20 AM (last edit: 1/31/2014 11:42:30 AM)
Turbosmooth first (not meshsmooth) and then unwrap. Show us some geometry to understand better.
read 483 times
1/31/2014 11:55:33 AM (last edit: 1/31/2014 11:55:33 AM)
Use Pelt and i guess you can't do it without a single seam.
read 465 times
1/31/2014 3:15:49 PM (last edit: 1/31/2014 3:16:55 PM)
Hmm tried with turbo smooth and I am just not getting good results on the corners. If anyone wants a job let me know and I can email over the model. I have spent too long on this already and got lots to do.
Pelt seems to make some strange stretching and wonky checkered squares.
read 464 times
1/31/2014 3:17:23 PM (last edit: 1/31/2014 3:18:02 PM)
I can unwrap it.
nicholas dot herfst at yahoo dot com
read 463 times
1/31/2014 3:19:17 PM (last edit: 1/31/2014 3:19:17 PM)
read 456 times
1/31/2014 3:33:47 PM (last edit: 1/31/2014 3:33:47 PM)
Max just does that, it does a terrible job esp with a cylindrical uv thing, the connecting edges are always just plane messed up for no reason.
You can fix in unwrap manually and you should be able to see the problem right away.
IMO I recommend against getting the bad habit of unwrapping after a meshsmooth / turbosmooth, its far more valuable model to have the unsmoothed version unwraped, easier to manage changes and 4x less polys to manage.
read 405 times
2/3/2014 2:52:35 AM (last edit: 2/3/2014 2:52:35 AM)
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