Ok so I'm getting really frustrated with this small problem when pelt mapping. so I'm unwrapping this support and for one part I do point to point seem as usual (blue arrow), and when I press pelt map it just shows a red and white dotted line (red arrow). Can some one please explain why it's doing this? Thank you
:poly127:
Replies
For this model though, flatten mapping and stitch the pieces together. That, or planar map it each way and stitch them after that.
Also, for good measure and clarity between the first reply, LCSM is not pelt mapping. Similar though they are in setup, the unwrap process itself is different, where one is pelted manually, and the other is automatically unwrapped.
I think your pelting will work if the seams are fixed, but like I said, I would flatten mapping and stitch it the way I like, or planar from each extraordinary normal (sides and fronts and backs, bottom tops), and then stitch those resulting pieces.
pelt and lscm are much better for organic objects, for this kinda object it isnt ideal
The images below show in max the imported cube from blender and how it actually works how I wanted to. The images 1-3 show the steps in order. So it works if I import a box from blender but it doesn't work with a box from max????
Outside of that did you try reset xform and did you create a new object attach your old object to it and delete the new mesh while in element mode? That normally clears up mesh problems in max and clears out the objects history.
this is exactly the way I made it :thumbup: fast and good result, and BTW tesher a cube is a bad example for pelting :poly142:
I have tried to reset x-form and collapsed, uv-clear, restart and so forth. The beams are the same object duplicated and 90% of them worked. Some random didnt.
I have de-attached them from the others in the image.
The strange thing is that it worked at some meshes but not others that are the same.
EDIT:
I have no idea why I got this problem but this is how I solved it:
Unwrap -> Edit -> Mapping -> Flatten Mapping -> *right click on edges* -> Stitch Selected.
Pelt is more ideal for one continuous selection of complex faces, like skinning a beaver.
You would probably find Peel and point to point edge selection in 2012 to be super useful as it works more like what you want pelt to do with about half the clicks and quirkiness that pelt has.
Check out Peel at 3:50
[ame="http://www.youtube.com/watch?v=MIl4dKNBIZg"]3ds max 2012 enhanced uvw unwrapping - YouTube[/ame]
Planar map.
Select seam edges, break.
Select all faces, Quick pelt.