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Unwrapping problem
show user profile  RET Ghost
Hey guys, I'm using Max 2009 and I'm trying to unwrap this head I modeled. I've got all the seams laid out. I have 1 line in the middle of the head coming from the bottom stopping just under the chin, it circles around the base of the neck and comes back up the middle at the back of the head, stopping just before the hairline. I also have 1 around each ear and 1 around the mouth. I hope you guys can picture it in your head from that. My problem comes with the pelt stretcher. I obviously want to pull it apart from the line down the middle of the head but for some reason it wants to pull it from the ear. Why is it doing this and how can I fix it?
read 1069 times
3/27/2009 8:44:17 AM (last edit: 3/27/2009 8:44:17 AM)
show user profile  mrgrotey
Some images may get you some better help. Images of the seams and what its doing in the stretcher.

Also I see from your other 2 posts that you have asked how to post images, have then been told, then never came to post any. If you still need to know how, click the link below...

http://www.maxforums.org/grotey/faq.html#1





read 1065 times
3/27/2009 8:48:04 AM (last edit: 3/27/2009 8:49:21 AM)
show user profile  K-tonne
sounds like a seam issue
turn off the 'show map seam' checkbox in the unwrap uvw modifier but leave the 'show pelt seam' checked to see where your pelt seams are
if they're in the wrong places use the 'point to point seam' and 'edit seams' buttons to adjust them

images would help though as said before

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read 1059 times
3/27/2009 8:55:32 AM (last edit: 3/27/2009 8:55:32 AM)
show user profile  RET Ghost
Here are the images guys:

Front Seam

Back Seam

Y?

As you can see from the last image (sorta) it wants to pull it apart from the ear which won't lead anywhere
read 1051 times
3/27/2009 9:13:48 AM (last edit: 3/27/2009 9:15:44 AM)
show user profile  K-tonne
you'll have to select the polys you want to map before you use the pelt to stretch them out
unwrap uvw> face> select the polys in the uv chunk> press pelt then edit pelt map

Website and Portfolio

read 1045 times
3/27/2009 9:25:51 AM (last edit: 3/27/2009 9:25:51 AM)
show user profile  RET Ghost
Yeah, I'm doing that part but its still wants to pull it from the ear.
read 1042 times
3/27/2009 9:29:57 AM (last edit: 3/27/2009 9:29:57 AM)
show user profile  mrgrotey
Does the seam that runs up the back of the neck definitely continue around the underside of the ponytail? I cant tell from that image.




read 1031 times
3/27/2009 9:45:20 AM (last edit: 3/27/2009 9:45:20 AM)
show user profile  RET Ghost
Yeah, it circles around the ponytail like it does with the neck
read 1029 times
3/27/2009 9:46:37 AM (last edit: 3/27/2009 9:46:37 AM)
show user profile  K-tonne
i don't like the improvements to the uv editor in 09 at all...
try relaxing rather than stretching- after a while it should give you something or at least an easier way to select the chunk after it stops turning for no reason
[edit- is any part of the mesh hidden? cos that would exhibit the behavior you currently have

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read 1023 times
3/27/2009 9:56:27 AM (last edit: 3/27/2009 10:06:37 AM)
show user profile  RET Ghost
Nothing is hidden at all. This kind of thing never happened in 08. (at least not to me) Very frustrating.
read 1010 times
3/27/2009 10:24:29 AM (last edit: 3/27/2009 10:24:29 AM)
show user profile  RET Ghost
I found an error in my mesh, there were 2 vertices that weren't welded correctly. I'm gonna redo the seams (ugh) and try it again. I'll let you guys know.
read 1008 times
3/27/2009 10:29:35 AM (last edit: 3/27/2009 10:29:35 AM)
show user profile  K-tonne
doubt the double vert would affect things too much
well i can reproduce your problem but not solve it... have to wait for a better solution (grotey...!! lol)
a makeshift answer would be to split the mesh in two vertically,delete half, add a sym modifier, and map that- slap a sym mod on it and you have your other half back mirrored underneath the original
it's the open mouth and ears that's throwing it off- making the pelt stretcher choose the wrong edges to use as the outside
not by any means perfect but workable at a pinch
another solution would be to point to point seam down the middle of the model- results wouldn't be aas good as the above suggestion though

i chose to work the uv's in 9 or an outside app these days- didn't ahve to use 09 for mapping till now and probably won't again
unless i'm missing something integral this is a massive swandive backwards

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read 1004 times
3/27/2009 10:30:59 AM (last edit: 3/27/2009 10:30:59 AM)
show user profile  RET Ghost
We'll I'm glad you can at least reproduce the problem. So you don't think there is something wrong with my mesh?

read 1002 times
3/27/2009 10:35:15 AM (last edit: 3/27/2009 10:35:15 AM)
show user profile  mathias-soeholm
K-tonne introduced me to "Roadkill", it's very good for heads.. lol

Look Here:http://www-personal.umich.edu/~emaslows/forums/training_videos/surfacing/GEN_SRF_RoadKill.mov



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read 1000 times
3/27/2009 10:37:18 AM (last edit: 3/27/2009 10:37:32 AM)
show user profile  K-tonne
if there are any more double verts or strangeness in the mesh roadkill will show it in black and trash it

still can't believe this uv madness though... must be a solution we're missing

Website and Portfolio

read 996 times
3/27/2009 10:41:21 AM (last edit: 3/27/2009 10:41:21 AM)
 
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