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Posted: Sun Apr 11, 2010 4:34 pm
by Ironhand
I think it will be easy I just load the bitmaps into 3dsmax then use the plugin to place it on the model, so in this case they doesn't even have to be aligned, and it will load the current state into the uvwmap. But I can also merge the sides. It depends on if I ever find the plugin, I have elready wasted a week. And the homworks are closing on me.

Please help Fooli.

Posted: Fri Dec 17, 2010 12:38 am
by Ironhand
At last I have improved my "skills" in 3dsmax. To finally understand what weld mean, and other things. The uvw map is not finished yet, because I have to rearrange it to use the extra space. But finally it works. But my problem is, that I have four edge distortions on a part what is completely flat. Because the other, more complicated parts remained green I have no clue why the heck that part doesn't. Also the checker distortions don't seam to accord with the ones on the uvw map.

So please Fooli or anyone who can help with this, provide some information on how to repair the distortion easily (I have tried it manually, but it was too striking even after).

After that, you will have a new model in TU for your service.

Image
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Posted: Fri Dec 17, 2010 12:56 am
by Fooli
Sorry, perhaps I'm being dim but I can't work out what the problem is just from your screenshots. The red-highlighed UVs, I would guess is a geometry problem: perhaps those polys or edges are duplicated on the model, which is why they are showing up red on the UV map. But that's just a guess.

I can't tell from the screens of the model what kind of problem there might be with the distortion.

If you wanna send me the model as a 3ds or .max file, I'll take a look.

f

Edge distortion

Posted: Fri Dec 17, 2010 3:21 am
by Ironhand
No, those are not overlapping or duplicated lines, I have turned on the edge distortion view.

The red lines with white sides represent that they are too long, the exceeding length is the white, so the optimal width should be the red, without the white sides.

My problem is that these parts are completely flat so there shouldn't be any distortion since I used planar on them.

My question is, how can I shorten these lines, while avoiding to distort other lines, how can I optimize the UV to get the original shape (I should already have it with planar)?

Posted: Fri Dec 17, 2010 7:28 pm
by Fooli
Oh, I see. Well, if that part of the mesh is really, perfectly flat, and you planar mapped it, you shouldn't be having a problem. The fact you are having a problem suggests to me that there's a problem with the geometry, which is what I said in the first place :)

You could break the UVs surrounding the area you're having a problem with, and tweak the positions by hand, but you'd still need to weld them somewhere before you're done, which would probably just shift the distortion somewhere else.

You could detach the problem polys from your model, and try mapping them separately, then re-attach them and put the UVs back together by hand.

You might also try resetting transforms on your model and mapping that part again.

However, I still think there's a problem with your mesh that's causing this...

f

(actually, it'd help if your screenshots had edge view on (F4) so I can see the geometry of the problem part...)

Posted: Fri Dec 17, 2010 11:07 pm
by Ironhand
I would choose this: "You could detach the problem polys from your model, and try mapping them separately, then re-attach them and put the UVs back together by hand.". But I don't know how. What if I send you the 3ds file so you can see it yourself? I use max9 but I can convert it to older max.

If you agree, post an e-mail address.

Posted: Wed Dec 22, 2010 7:46 pm
by Fooli
Sure. Email's in my profile.

send .max and .3ds if you can.

f

Posted: Wed Dec 22, 2010 7:53 pm
by Fooli
(oh, if you want to try the solution yourself...)

1. Apply an edit poly modifier
2. Choose poly selection mode
3. Select the polys that have mapping issues
4. In the edit poly roll-out, click "detach"

The bits you detached now exist as a separate entity, so you can select them and apply mapping modifiers to them. It might be helpful first to apply a uvwunwrap modifier to them so you can see exactly what the mapping's doing to those polys, and compare to what you think it ought to be doing.

f

Posted: Sat Jan 08, 2011 6:19 am
by Ironhand
Any luck with the model?

Posted: Sat Jan 08, 2011 9:18 am
by Fooli
I sent it back to you some days ago..
f

Posted: Wed Jan 12, 2011 3:20 pm
by Ironhand
My max is 8, what is yours? Also in max I can't convert my work to previous versions.

Hi

Posted: Sat Jun 04, 2011 7:45 pm
by Ironhand
I have returned so far, the university is not going well.

Thanks the help Fooli.
Wich max did you use because I can't open it with max 9.

Re: Hi

Posted: Sat Jun 04, 2011 8:00 pm
by Mishka
Ironhand wrote:I have returned so far, the university is not going well.
I know your pain, I failed Calculus, Physics and Algebra.....again...

They key is to not give up.

Thanks the help Fooli.
Wich max did you use because I can't open it with max 9.
I recently started with 3DS MAX (about 2 months ago), now finally making worthwile models. I'm learning fast but maybe you could give me a few tips. ;)

wut

Posted: Sat Jun 04, 2011 8:04 pm
by Ironhand
There are new ships and stuff in space? Hows that?

Re: wut

Posted: Sat Jun 04, 2011 8:05 pm
by Mishka
Ironhand wrote:There are new ships and stuff in space? Hows that?
Mit. :)

There are 4 new space ships.