Hi. I have to uvmap a model (kind a yoyo, which cord is a ribbon) having two main states: one in quiet (ribbon coiled) and one extended. Do I have to model two sets of polygons for them and map in separate sections of the uvmap, hiding and showing them accordingly to the respective animation? Or what else?
Jesus... There is no way to do this without overlapping. If it can be seen only from one angle in ar, overlapping isnt a problem. If it can be rotated, or it turns based on your view, it is a problem, and then you should just do a regular uvmap with no overlapping. The guys uvmap in the video was overlapping too though.
http://www.edharriss.com/tutorials/tutorials_materials_xsi.html number of tutorials are in there for uvmapping. but the tutorials that come with xsi are probably better.
tyhe uvmapping are precise and fine are a perfect squared image qith quads I imported with this uvmap and when I exported the thig didnt look good , may be the obj conversion messed it up ? but after I imported the obj in max it still hade the right uvmappign , but the cavity map do not coincide...
What I am generally forced to do in max is create my UVs below the turbo smooth modifier, turbo smooth to whatever level is necessary, then apply another UV unwrap and relax all my original islands. so the stack is: -uvmap -turbosmooth -uvmap -polymesh not pretty, but if it works right?
Well, I detached to elements, not to individual objects. I didn't do an uvmap , but the detach thing would allow you to have the tooth only a few times on the uvmap, and copy it on the mesh. In the first example, you would split as you did usually. The example with the chamfer need a lot less uvsplit.