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uv questin... how important are "nice little squares"
show user profile  digital3ds
I always hear how you're uv's should project perfect, uniform squares, but i also see (and do) uv's that resemble the actual obj. In this situation, i'll only be applying a reflective metal mat to this little ring, so (ideally) should the uv's project as nice little squares, or is this acceptable...

- Mike Sawicki




read 240 times
10/10/2011 4:20:09 AM (last edit: 10/10/2011 8:02:35 AM)
show user profile  digital3ds
or, with very complicated objects, whats a good way to get uniform uvs... i ive noticed that when i have a obj, it often looks nothing like the obj as a 2d projection. if i were to have some sort of uniformity to this simple shape, its not going to look like the obj in the uv editor.... does that matter?
- Mike Sawicki




read 230 times
10/10/2011 6:18:21 AM (last edit: 10/10/2011 6:18:21 AM)
show user profile  digital3ds
heres a better example. to me, the selection on the top doesnt look like it shows good uv uniformity, but the same selection in the editor looks perfect. should i leave the uvs like this (the circle) or break an edge and flatten the circle into a straight line. im confused on if it matters or not (professionally)




- Mike Sawicki




read 225 times
10/10/2011 7:04:18 AM (last edit: 10/10/2011 7:05:02 AM)
show user profile  Garp
Two things really: stretching and consistency.
If the squares from the checker map are not squares on the model then your texture will stretch.
If you have small squares on one part and bigger ones on another then your texture's level of detail will not be consistent (as in blurred or pixelated in some places and smooth in others).

But this is an ideal. On a real model - espacially on organic shapes - it's not possible. So you'll have to cheat and tweak to get as close as you can.
Also regarding size consistency, it is not always desirable. For example, typically you'd want a character to have a better detailed texture on the face and hands than on the rest of the body. So the corresponding UV clusters would be larger.




read 214 times
10/10/2011 7:43:51 AM (last edit: 10/10/2011 8:00:39 AM)
show user profile  digital3ds
that makes sense, i just realized how incoherant my posts were... its getting kind of late. so, its safe to assume that the uvs on the top are good... (only concerning the smaller checkers). im trying to form good work habits.

these uvs (right above) were the resault of leaving that ring as its relaxed circle form, which i dont think look good.... even though in the editor the uv's relaxed to "how they wanted to be"
- Mike Sawicki




read 207 times
10/10/2011 8:02:13 AM (last edit: 10/10/2011 8:04:57 AM)
show user profile  Garp
To adjust the size on the squares so that it's consistent with the rest of the model, just select the UV polys making that ring and uniformly scale the whole cluster down (using ctrl while scaling).




read 195 times
10/10/2011 8:10:43 AM (last edit: 10/10/2011 8:11:26 AM)
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