I have a CAD file that I need to texture. The problem is that when I import the CAD file into Max and convert to polys, the resulting geometry is very dense and messy (lots of stretched triangles and poles), which causes a lot of problems when uv unwrapping.
Is it usually better to remodel the geometry or to try and clean up the existing geometry when the uv mapping needs to be precise? I'm looking to do more product renderings in future so would appreciate experienced answers to this problem (I know that Lamont does this type of work :poly121:).
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Also, I've been looking at retopologizing recently. From what I gather, you create a lower poly mesh by snapping the new surface over the underlying high poly one. What if I wanted to do something similar with a HP sub-d model over a CAD model. Is there a way (as the smoothing changes the shape)?
can you post up some pics and give maybe a little more detailed explanation of a specific example of the problem? im guessing around a lot trying to figure out where the density problems would be. :shrug:
http://www.scriptspot.com/3ds-max/scripts/max-retopo