Hey, the progression of this small project is on my sketch book but I need help with pelt mapping.
Here is the current base mesh
Here is the pelt map (I'm a begginer texturer)
This looks clean to me but I'm getting huge distortion problems and I dont know why, can any help me?
Thanks for your time
-Chaos V49
Replies
It seems poly heavy. What is this going to be used for ?
Also Tools > Relax will help get rid of some deformation but not on the way it is currently unwrapped.
And yea by looking at the density on the unwrap, as opposed to the overall shape of the object, there seems to be some wasted geometry. But it depends on how its going to move if its really needed or not.
2 years in max (on and off) and I cant even remeber how to reset the UI. :P
Like vig said, pretend its a real world object. Think of the types of cuts you would have to make on that object to flatten it out. Like a banana or an orange.
(Edit - never saw you done a seams picture)
Then copy that one tooth, and place it where the others were. This way, all your tooth uvs will be in the exact same place. It will save you texture space, and you will be able to just texture the one tooth, and they will all have that texture.
Just by coincidence, I made a tutorial on my site explaining this a while ago, incase your interested: "mirror uvs and basic operations in 3ds max tutorial" http://www.icantbelieveitsnothighpoly.com/Tutorials_New.html
I see. I understand. I just have gums in there aswell :P I wanted to try and push myself (I've been using max for 2 years but never had photoshop and wasnt interested in texturing until now
BTW, you could probably optimize the teeth by simply having 5 sided cylinders instead of you're current, this would probably save a hundred polygons.
BTW, If that blue line would be you're seam, you should place it underneath so that it is less visible - seam placement is important.
If you deleted the inside faces of the gums (which you should have done), to pelt map the gums, just through a unwrap uvw modifier on the stack and place one seam down the middle of the gums (from edge to edge) like i did in the example. lastly the tooth thing, it sounds like you understood me correctly. good luck.
Weird, I cant see that other picture I put up. Poly count is doing this weird threaded mode that I didnt chose. It changes all the time.
I suggest taking a few min before you unwrap to optimize the tail. You could probably shave 50-100 tris out of the tail easy then you can add in a few more vertical loops to help it deform better.
Also the whole process would go much easier if you waited until after the worm was rigged to pose it. I know it makes for a less exciting model to work on, but it really would makes each step a bit harder. Now instead of positioning bones in s a straight line you have to try and match the odd angles. Not to mention the unwrap modifier would understand the object a little better leading to better results.
There is distortion in the circle part but thats because I didnt unwrap it?
It's good that you welded that one point. But this is what I meant when I talked about optimizing the tail and then adding vertical loops for deformation. This should be sorted out before any unwrapping is done.
I really want to get this right so I dont want to texture it until the map is right.
I was watching somone from autodesk doing a pelt mapping demonstration and he had big checkers like I did when I scaled my uvs down to fit the area but thats correct isnt it?
I havent done the teeth and gums
Will I have to put every tooth in the UV space or just one and clone it?
Somone please reply :P
If you want a unique texture on each tooth and you have the space, you can arrange all UVs for the teeth to be unique. If not select all but one and move them one unit over to the left or right. The easy way to move them accurately is to, click 1, and in 2 type 1 and hit enter, then unclick 1.
vig did a better job explaining what I was talking about with the tooth cloning. Do that next, and if you get stuck; I did give you that link to my tutorial, which is a complete walk through of the whole process.
The only time it will screw up your UVs is if you go into vert mode and start welding. If you do that, then yes you will need to redo or at least touch up the UV layout. Thats the main reason why people collaspe or remove edges when optimizing. Welding is kind of a last resort or a quick and dirty way to get it done before you unwrap.
Edit - Ok, I've done the tooth and I'm gonna copy that and put them in the place of the other non mapped teeth.
Question - How will I get all my stuff in the same uv render?
[Edit] by the way, when you have a unwrap uvw modifier on top of your edit poly modifer its best to collapse the unwrap modifier every time you want to go back to the edit poly modifier to make adjustments. Sometimes, if you don't collapse the stack, you will loose the uvw unwrapping that you were working on.
[Edit] "exp. face sel to seams" will get you just one uv island.