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UVW Unwrap to create product stickers
show user profile  9krausec
Hey guys, have an interesting curve ball for you this morning.

We are developing decals that wrap around a 3D surface. We need to figure out how to print these on a flat surface so that they would wrap around correctly.

So it's sort of like UVW Unwrapping, but it needs to be more accurate if that makes sense? Would any of you have any ideas on where I should look for a solution?

The geo data starts off as parametric but I can import it into 3ds or Maya for unwrapping as a heavily tessellated OBJ. I'm just worried that this won't be the most accurate representation as to how this needs to be printed.

Any ideas guys? Pepakura? haha




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read 445 times
8/14/2014 6:11:07 PM (last edit: 8/14/2014 6:11:07 PM)
show user profile  herfst1
What about just pelting but NOT relaxing? Think that will 100% work.
read 439 times
8/14/2014 6:17:56 PM (last edit: 8/14/2014 6:17:56 PM)
show user profile  9krausec
Will give that a go! TBH I really don't UVW Unwrap all that much. I'll try that for now, but in the mean time does anyone else have any suggestions?




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read 434 times
8/14/2014 6:31:07 PM (last edit: 8/14/2014 6:31:07 PM)
show user profile  9krausec


Umm I'll play around with pelt mapping this tomorrow, but this is the shape I'm working with. Tesselalated OBJ too.. Still think pelt mapping is the way to go?




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read 369 times
8/21/2014 12:20:18 AM (last edit: 8/21/2014 12:20:18 AM)
show user profile  herfst1
Yeah, I think so... In my mind it makes sense.

Just thinking further, it would be quite hard to design the stickers so that they are stretched correctly to unstretch perfectly. What about making a clone of your model with perfectly unstretched uvs (clean checkerboard panels, like when you use planar mapping), create the sticker layout in PS, now use max's RTT (or whatever maya has as the equivalent) and project the unstretched uv's onto the stretched uvs. Now you'll have a perfect guide to vector in final stickers.

Lot of work... Maybe I'm over-complicating this...

Another thought, make a "broken" uv layout where everytime it doesn't want to relax 100% like in a tight curve (by broken I mean like you would unwrap a cylinder into a flower shape... if you didn't want it split into separate islands... for whatever reason). Again, you can now project the unstretched (and unbroken) texture onto the new layout. Then PS... This will be easier to place the stickers onto the real world model.

[edit] P.S. Use zbrush to retopologise that tessellated mess.
read 366 times
8/21/2014 7:33:38 AM (last edit: 8/21/2014 7:36:40 AM)
show user profile  9krausec
Don't have access to the zBrush at work. I think I'll try to retopo in graphite toolbar thingy. Working in 3ds Max 2015 for the time being.

Right now just playing around with pelt mapping for a small part of the object I get some pretty undesirable organic mapping. Truth be told I don't do a lot of UVW Unwrapping at all.





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read 353 times
8/21/2014 4:17:26 PM (last edit: 8/21/2014 4:17:26 PM)
show user profile  Dave
Not sure if it's just the tessellation causing that "organic" unwrap. But typically... if you relax an unwrap shell it will just conform to the flattest shape possible. So even on hard surface/mechanical meshes you can still end up with perfect results.

Here's a little example, granted my geo is cleaner, but the object is "mechanical" and all I did was select all the faces, gave it a generic planar mapping (to ensure it was all the same shell) and then applied a relax.



"I flew over Egypt once"

read 351 times
8/21/2014 4:48:55 PM (last edit: 8/21/2014 4:49:13 PM)
show user profile  9krausec
Sweet! Yeah I'm retopo-ing the piece now. So then Dave, in theory if you were to bring that in PS, draw on it, print it out at 1:1 scale and wrap it around physical cad data that the part was derived from, it would wrap around correctly?

Go go 3ds! You know I forgot all the hotkeys and controls!? They are coming back to me but it was weird for a moment after bieng in Maya this last month.




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read 350 times
8/21/2014 4:53:04 PM (last edit: 8/21/2014 4:53:04 PM)
show user profile  9krausec
It's like sleeping with an old lover. It may be awkward at first, but you eventually end up remembering how she likes it.

Ohh 3ds Max you ol' gal.




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read 348 times
8/21/2014 4:56:20 PM (last edit: 8/21/2014 4:56:20 PM)
show user profile  K-tonne
maybe try roadkill for uv'ing
if nothing else it would give you a good base to start on

Website and Portfolio

read 346 times
8/21/2014 5:04:35 PM (last edit: 8/21/2014 5:04:35 PM)
show user profile  Dave
Should do. Mechanical stuff is pretty straight forward when it comes to "unwrap prints". I'm sure a lot of us here have experimented with making our own miniature paper 3d models.

It really only gets complicated when you start doing more "organic" shapes. I mean imagine half a sphere, that could still be considered mechanical I guess, but that's going to be a bitch to unwrap for print.

A friend of mine asked me to make him a large printout of his head, that he could stick back together and wear as a mask (See. This Link for an example) Getting it non stretchy and completely 1:1 in an unwrap requires a lot of weird seams.

My results weren't amazing, but all I did was "cheat". I'd unwrap the head as normal, texture as normal. Then create a second set of UV's, possibly even auto-generated to split seams greater than an angle of X. I bake the texture onto that unwrap, and that's the one I print.

"I flew over Egypt once"

read 344 times
8/21/2014 5:07:49 PM (last edit: 8/21/2014 5:09:06 PM)
show user profile  9krausec
Aright, awesome! I'll post up my results after I retopo this bad boy.

I'd rather see if I can get this out of 3ds max w/o bringing 3rd party stuff into the mix for simplicity sake. We shall see.

Hey Dave, can you make me a paper head of my head that I can wear over my real head. hahaha. That's some request.

EDIT: I haven't modeled for a while.. It probably shows-



lol




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read 340 times
8/21/2014 5:10:37 PM (last edit: 8/21/2014 6:34:34 PM)
show user profile  Dave
I hope you're planning on unwrapping this in sections. That curvy pointy bit at the front will probably not play nicely.

"I flew over Egypt once"

read 331 times
8/21/2014 6:40:49 PM (last edit: 8/21/2014 6:40:49 PM)
show user profile  9krausec
the goal of this is to unwrap as a whole piece. Cut as few seams as possible etc... I'll need to go over and clean everything up. That curvy bit is not okay.




- Portfolio-




read 328 times
8/21/2014 6:46:03 PM (last edit: 8/21/2014 6:46:03 PM)
show user profile  Dave
Damn, and I thought the stuff I'm working on was tedious.

Rather you than me!

"I flew over Egypt once"

read 327 times
8/21/2014 6:54:16 PM (last edit: 8/21/2014 6:54:16 PM)
 
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