The main idea of solution is to create second UV set where UV islands' borders are the hard edges of the mesh (via Unfold). Then we export the mesh to two OBJs with different UV sets. In max - first we process the mesh with unfolded UVs - via TexTools' "Smoothing Groups from UV" algorithm (i've ripped a part of it into…
I've kind of hit a brick wall -- just after I was going strong. I have a somewhat complex shape - but not by much. This wont unfold properly regardless of what I do. It isn't complicated enough that max should even struggle let alone not be capable of doing it. I've tried all options I can find for unfolding it. No matter…
Thank you Eric and Demigod for the replies. Yeah, I was aware of the Spline Mapping and the unfold UV from loop. The spline mapping would only work if I am dealing with a spline though, correct or do I have that wrong? I just do not know the Unfold UV thing even though it was mentioned to me. I guess I need to dig into…
I'm working on improving my portfolio's nextgen section, and I'm working on a sort've futuristic (50 years not 500 years) mobile turret / AA gun sort've thing. The turret is designed to fold up and fit on the back of a truck for easy transport, and then the pilot flips up the front, gets inside, and the base unfolds into…
I would suggest using Maya's Auto layout with horizontal or vertical orientation turned on, plus using the Straighten UVs (under Unfold). Straightened UVs with either vertical or horizontal orientation help with aliasing in baked maps. The sculpt looks cool :)
Yeah like I said before, automatic mapping is garbage and isn't really used. UV mapping techniques vary from person to person. My personal work flow for unwrapping is: 1) Select faces I want as a UV shell 2) Planar project across an axis that can "see" the most polygons of my selection 3) Cut seams 4) Unfold shell 5)…
This is the model: I use maya. I'm curious about what the best practice is for unwrapping cylindrical objects with a curve in them. I have been told I should gridify everything non organic. But I notice when I do this on a cylindrical curve I get distortion in the map. Below are some examples of options I have tried (with…
Hi everyone, I totally forgot to post what i've done the last time. Well, I started to model the scene ! I did the floor and all the back part of the scene (modeled and unfolded). When I analized more in detail my references i've seen some elements I haven't seen before, like the last huge arch against the wall. To…
I break everything up into chuncks now days. If a part is cylindrical, off it comes to be uv'ed cylindrically on it's own. If there are multiple parts that are the same I will uv one, add uv unwrap (move it out of the way/shrink it), clone. The UV unwrap still there so it's easy to adjust those uv's, clone... I used to…
pelt mapping is a new word for a method max8 uses for unfolding a mesh properly. i think it sounds very similar to the unfolding method Wings3D has been using with UVcharts. in XSI, you can select a series of edges to create a edge cluster, then disconnect them for seams, then apply a texture projection and select Unique…