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Poll
Is it an reasonable Unwrapping?
Yes
2 votes
No
0 votes
So-So
0 votes

What about this Unwrapping?
show user profile  ap-projects
Hi!

I'm new here, and I would like to ask, what do you think about this kind of Unwrapping? It looks good, minimal distortion, I'm happy with quality, I'm doing it for a game, I tested it in Unity.

I was arguing with one of my friend who said, someone said to him, this is not a good method, keep the Unwrap wireframe in the place where the texture is in default in 3ds max's Unwrap UVW editor.

I think, it is not required, because I can't tile other way. I'm happy with it, it looks OK, It is good in Unity engine, so my opinion is: it is OK.

The unwrap and the mesh:

I'm just curious, what you think. Also, can you tell me better method (if there is)?





My website - game development, 3d modelling, game reviews and more.

read 373 times
11/27/2011 7:52:22 PM (last edit: 11/27/2011 7:52:22 PM)
show user profile  K-tonne
the problem with this method is that the whole texture will repeat across the model many times

Website and Portfolio

read 370 times
11/27/2011 7:57:19 PM (last edit: 11/27/2011 7:57:19 PM)
show user profile  ap-projects
That was I wanted to do.
In games it is OK to tile the texture, I think.





My website - game development, 3d modelling, game reviews and more.

read 368 times
11/27/2011 7:58:29 PM (last edit: 11/27/2011 7:58:29 PM)
show user profile  obsidian
It depends on how you intend to use the model. If it's supposed to be a tiling texture anyway (like if it's part of a brick or rock wall), then this is fine given how most games are fairly limited in terms of texture memory usage. There might be some cases where normal maps might look badly. I think you may need to fix the seams, it doesn't look like they will tile properly along those edges.
read 358 times
11/27/2011 8:29:52 PM (last edit: 11/27/2011 8:29:52 PM)
show user profile  ap-projects
You are right, the don't tile perfectly, I can fix it, that is not a problem, just I want to know, if it is a reasonable method. I just made it so quickly for showing you an example.





My website - game development, 3d modelling, game reviews and more.

read 356 times
11/27/2011 8:36:17 PM (last edit: 11/27/2011 8:36:17 PM)
show user profile  Paunescudanutz
It looks like a cliff or something, exactly the same thing i am working on on my project (mine is in UDK)
It doesn't really matter if the UV's are in the UV space or outside it, the texture will tile anyways, but there are times when you are using lightmaps for example, that all the faces have to be in that UV square and can't overlap. After you import the model to Unity you just have to tile the texture more or less. The idea with unwrapping is that you want to avoid distortion and have as less seams as possible, however depending on the surface sometimes you want a little bit of distortion, if this really is used for some cliffs or rocky surface then a little bit of stretching here and there helps to reduce obvious tiling.

Another thing, in the UV's you posted, the right end of your unwrapping is all cut with seams, you should weld those together.

Post a little more information about the model, where and how much is it being used for more precise advices.

Portfolio

<---~( Daniel )~--->


read 355 times
11/27/2011 8:40:40 PM (last edit: 11/27/2011 8:40:40 PM)
show user profile  JonathanH
If it works it works.

What's with that separate bit at the end, though?

read 355 times
11/27/2011 8:41:16 PM (last edit: 11/27/2011 8:41:16 PM)
show user profile  ap-projects
The separate end? I got this mesh from that guy, I figured out, it has a little problem, at that part it is not connected. Don't ask, how to do a mistake like that, I was surprised so much. So, when I unwrapped, it automatically separated like that. I just wanted to show him on this mesh.

A little progress:





My website - game development, 3d modelling, game reviews and more.

read 352 times
11/27/2011 8:54:10 PM (last edit: 11/28/2011 2:00:03 PM)
show user profile  ShurikenUK
I've never seen an unwrap like this before. Are you using some kind of 3rd party plug in or something? I take it you used "pelt" mapping to stretch out all the little peaks & troughs of the cliff surface? But then if you used pelt mapping, the UV would normally be all bent up and warped, not straight like yours is. What did you do to it to make it straight like that? Even using relax doesn't tidy an unwrap back up after pelt mapping twists and turns it. You click relax and it just warps it in a different way.

Also, what version of Max is this? The Unwrap UV panel looks completely different. It actually looks a lot better than the 2011 version, with those bold, coloured buttons. 2011 just has a grey screen with some unexplained buttons attached to the bottom of the window.
read 294 times
12/4/2011 7:09:41 PM (last edit: 12/4/2011 7:12:02 PM)
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