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[3DS MAX] Pelt map not working as expected

Hello polycount! I've been trying to practice my modelling recently and have run into a problem in regards to unwrapping. I'm currently making sword and have finished modelling it for the most part. I'm now attempting to unwrap it with pelt mapping but it's not turning out correctly.

This is what my sword looks like:

Rc3ljP5.png?1

This is how I defined the seams:

hzKo1Tv.png?1

This is the UV after clicking pelt map:

itHKA0O.png?1

Can someone tell me what I'm doing wrong or how I should go about doing this? Thanks in advance.

Replies

  • uncle
    Maybe the poly mode in edit poly is selected thus unwrap is using only one polygon. Check it, it should be unselected before applying unwrap.

    Also, pelt may not work properly if you have floating/detached polygons or elements.
  • Parkas
    uncle wrote: »
    Maybe the poly mode in edit poly is selected thus unwrap is using only one polygon. Check it, it should be unselected before applying unwrap.

    Also, pelt may not work properly if you have floating/detached polygons or elements.

    Thanks for your help! That was actually the problem lol. Unfortunately after pelting and relaxing it I get this... thing : http://i.imgur.com/g5etGZb.png?1?6777

    Is it worth it to move all the vertices individually to make it look correctly or should I just use planar mapping?

    Also, I have another question and I'm not sure if I should ask it here or not. This is what my entire sword looks like: http://i.imgur.com/qZPz0vr.png?1?1496

    I'm still really bad at this so I'm wondering if you or someone else knows what the best way to handle this model would be. Should I attach them all together and Unwrap all of them at once, or should I keep them separate and unwrap each individually? I know I can still keep them separate yet unwrap together but then i'd have to make an AO map for each element separately. Which one would you guys recommend?
  • WarrenM
    I would just planar map each side. It'll make texturing easier.
  • Octo
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    Octo polycounter lvl 18
    Use peel to untangle a mesh instead...pelt is imo redundant.
    Peel to unfold, relax to even out the distortion.
    Select edges, right click and "break" to set your border seams...don't bother with the actual "seam" tools heh.
    But in this case, I'd go with WarrenM's suggestion.
  • D4V1DC
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    D4V1DC polycounter lvl 18
    I rather enjoy pelt, really quick stuff (for me), also after making your seam with pelt your supposed to select a face and [Exp.Face Sel to seams] then pelt, then "relax" and I learned a trick from a pro on some video he used Settings on relax to [1000, 1.0, 0.1]
    :)

    However i will try this peel stuff. thanks for the info Octo.
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