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[3Ds Max 2010] Pelt Mapping

polycounter lvl 8
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Famouz polycounter lvl 8
Hey there.
I'm having Problems while making UVs for my Head Basemesh.
So what i do is:
  • Click "Point to Point Seams"
  • Chose my seams
  • Chose "Face" Sub-Level of the UVW-Modifier
  • Marque the whole model
  • Click Pelt

What i get is this:
pelt26h6x.jpg

I'd love to get some help from you.

Replies

  • Mark Dygert
    Personally what you have already isn't all that bad. The only advantage of pelt is that its going to stretch it, then relax it and its probably going to look worse.

    You can cut out the middle man and relax certain areas with soft select turned on, like around the ears and nose.

    To actually get it to work I think you need to make sure that your point to point seams are complete with no gaps. I think you need to point to point around open areas also like the eyes.

    Then you click on a face and click "expand face selection to seams" then click pelt. What's happening is pretty common if your selection leaks past your pelt seam(s), they need to be fully enclosed.
  • [Deleted User]
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    [Deleted User] polycounter lvl 18
    I'm having the same issue. How does it determine which verts to pull on? Whenever I try to use it on a head, it attaches the stretcher to one of the eyes like in that picture instead of around the outer seams I marked. Is there a way to tell it which seam to put the stretcher on for shapes like that?
  • Famouz
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    Famouz polycounter lvl 8
    Ok I tried it. Afer Relaxing one half looked OK. But another one is still bugging.
    This is how the UV are looking:
    pelt3a18f.jpg

    And this are my Seams:
    pelt4w1ic.jpg

    Edit: Right it always ataches the Stretcher around the eye.
  • Ott
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    Ott polycounter lvl 13
    Would be helpful if you turned the checker pattern OFF and changed the wire color to something other than black. We might actually be able to see something in your UV window then.
  • Famouz
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    Famouz polycounter lvl 8
    Pelting and Relaxing make it look horrable.
    pelt5yhy0.jpg
  • renderhjs
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    renderhjs sublime tool
    pelt mapping is overrated and rather bad implemented in max with the separate and tiresome seam marking. What you should care however about is the relaxing of the uv's and max is actually quite good at this.
    1. Just select all the faces and have some planar mapping (in the edit uvw modifier panel) which will cause the whole head to be one UV shell.
    2. Next select the edges to cut (uv seams later) you can even take advantage of the loop and ring selection tools here and once all selected hit Ctrl + B to break the selection
    3. Back to the whole shell selection (faces) relax no the whole shell. Vary between edge angle based relax and face based relax method if it doesn't go right straight away.

    if you can manage to get at least one half right you can use TexTools
    http://renderhjs.net/textools/
    to mirror that UV information to the other side by selecting the to be mirrored half of the shell faces and hit the 'mirror button'.
    ico_mirror.gif
    texTools_ani_mirror.gif

    Also the relax ico_relax_line.gifbutton acts different based on either face or edge selection.
  • Famouz
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    Famouz polycounter lvl 8
    Ok I'll try this.
    But i wan to finish it now with Pelt mapping.
    Anybody who can help?
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