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Correcting UV's after finding a mesh problem

polycounter lvl 5
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Cadu polycounter lvl 5
I was setting some uv's when i found a hole in the mesh, probably the range for merging the vertex in symmetry mode wasn't right.

Since i already set some uv in the rest of the model before detecting this problem, welding it simply wont work. When i try it in poly mode, the whole uv goes blank. I'm using 3ds max by the way.

Any ideas for solving a hole in the mesh and still keep most of the work on the Uv's?

Replies

  • Jerc
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    Jerc interpolator
    This should definitely not break your uv apart maybe from the polygons directly contiguous to the weld.

    Did you collapse the stack on your mesh before merging the vertices ?
  • Psyk0
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    Psyk0 polycounter lvl 18
    As Jerc said, collapse the unwrap modifier if you haven't done so already.

    When symmetry creates garbage i select the unwanted verts and hit backspace to get rid of them, the UV's do not get destroyed. Then i'll grab the other verts and weld/collapse to get rid of holes. You could check the "preserve uv" box if you want to target weld verts and whatnot.
  • Cadu
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    Cadu polycounter lvl 5
    Jerc: No, i didnt. I tried to weld it in the editable poly just below the "unwrap uvw" modifier. Doing this will reset uvw. I was thinking that collapsing the stack would mess things up, but it solves alot of problems actually.

    Psyk0: Yep, collapsing the stack i gain control of the vertex editing. This "preserve uv" option only works with target weld?
  • Jerc
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    Jerc interpolator
    Ti will work when collapsing vertices or moving them unless you have ngons, but it should work ok on triangles and quads.
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