Hello.
I think I'm going to loose my mind soon!
I have unwrapped a pretty simple model,Now when i try to relax some parts of the mesh it destroy it completely.
Strage enough its just a few parts that doesn't relax correctly!
Is there any script for 3ds max 2010 that works better then the original or a relax tool?I have tried all settings i can think of
Replies
But that didnt help much i dont have any flipped faces now but still it try to wrap the uvs around.Strange!!!
Thanks always nice to learn new functions
just in case you misunderstood it, mirror the chunks in the uveditor, no the faces themselfs, if you didn't nevermind, just in case
The strange thing is that only one side is destorted when running the relax tool!
The other side has holes in it too ,Hm anyway i will try that but this isnt speed modeling/textureing
Im always run into some kind of issue !I might be something wrong but this kind of shape always go bezerk ,And its often i use shapes that the uv editor doesnt like
Is there any external application that would fix this problem better then 3ds max?
Or plugin/script to Max?
Your 3d model doesn't look that complicated so just a planar map might do the trick as well. Good 3rd party tools are Headus UVlayout and the free roadkill to unwrap your model using more modern approaches or flattening the shells.
I don't say its worthless but they should update that side of the app along with new features.
Well its the anatomy of the mesh,I have been trying with other meshes that looks the same and still same problem so I'm not sure
might be cutting the mesh wrong?Anyway i will try flattenmapping and stich ,UV layout is good !Maybe Autodesk shuld pay the man to implement UV layout in Max
Start by completely laying the UVs out flat with nothing overlapped and then stitch both sides together where it meets at the top, and then running relax.
Also, I would suggest switching to "Relax by Face angles" in the drop down, and instead of using the Stop-Start for relax, you simply press the "Apply" button instead.
When I want to mirror the UV's for a somewhat organic / broken sorta mesh like this, I would start by UVing one side of the object, relax it as necessary, and then use symmetry for the opposite side. Then, do the sides / top as needed. This will ensure that the UVs on the front and back of the mesh are identical as intended.
(for vertex lighting if used also btw.) mixed up with a couple of holes and/or the already mentioned mirroring of the uv coords, its a guaranteed fail.
try to set up a clean geometry at the expense of some more polys.
get a mesh like i painted in blue:
even if you'll get 100 tris more, it will be ok, for this bigger prop.
then also keep in mind, that there is no problem in having some more uv chunks/islands, than you have there. you just need to set them an own smoothing group per island.
the normalmap will still work without any bigger seams.
btw. the "broken" concrete mesh parts, still have too much triangles. you do not have any advantage from them when using a baked normal. try to use the polys in silhouettes instead.
i was about to say that. this is not a very good model.
edit: ok i just noticed.
try keeping boundary points fixed.
and definitely improve your model as was suggested by apphexx