Unwrap in 3ds Max: texturing complex models

🤖
22 Jul, 2011 Andrey
22 Jul, 2011 # Re: Unwrap in 3ds Max: texturing complex models
please tell me, I downloaded your Chesterfield sofa and looking texture stumbled upon the unfolding. As far as I know you do a model, then throws in a program that has the ability to paint textures directly on the model of a brush, puts on her probation skin texture and "hands" to obscure the desired locations. If I am right, please tell us what program you use.


23 Jul, 2011 RenderStuff (Staff Author)
23 Jul, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Hey. Yes, Chester textured using Unwrap UVW modifier or, as is called this tool - sweep. There is no "magic" prog we do not use. All complex models we texturing, only regular means of 3ds Max and Photoshop. The question of how to texture complex models, such as you mentioned Chester - has been raised. See the topic on creating realistic skin V-Ray material . There's quite clearly described the general scheme of texturing. If you are interested in how the texture is drawn, in particular, any technical equipment we use, then, of course, directly vyrisovyvanie of various parts is done manually in Photoshop. Trite brush, sweep pattern drawn all Zamyatin, darkening, abrasions. There are no secrets and exclusive techniques 🙂 In any case, if you have any specific questions directly to the scan, the task textured the complex object in front of you, then show me and together we will understand all over!


22 Jul, 2011 Andrey
23 Jul, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Thank you looked, "creating a realistic V-Ray leather material." And then I would like to ask something: "Further, when the scan is ready, because it takes a special template to imprint ribs model This is a unique template that allows to understand which ranges correspond to which part of the texture.. "Special pattern, embossed edges of the model - and how is it done? Thank you in advance


23 Jul, 2011 Denis
23 Jul, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Good time of day to all, in particular to you, Andrew. As far as I understand you need a function render UVW template, to get a stamp for processing in the graphical editor. There is this thing in the tools modifier Unwrap UVW. I skrinshotik at Lagana.


22 Jul, 2011 Andrey
23 Jul, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Thank you very much, I found you in parallel with this thing. You have a very cool model learned by viewing them.


23 Jul, 2011 Denis
20 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models

Hello people of the request of workers prepared a guide on creating kratenky seat sweep subway😁.Dlya start advise everyone to get acquainted with the interface and tools to Unwrap UVW. to know what tool for what and how to serve. In inete there are many translations of the tools 👌 .Itak, get down! 😉 We have a model subway seat. First you need to determine how the texture should appear on it and identify where we will pass the seams parts sweep. The figure shows a part (6 pieces: Front, Top, Right, Left, Bottom and Back) - we get them march texturing and finally sew in one texture. It also shows the red highlighted line will take our joints for some ribs 

decide ... Go ahead. Now we need to identify these seams in our model. To do this in the stack Map parameters modifier Unwrap UVW tool klatsat Point to point seam and begin to highlight the edges and to lay the seams. The tool operates on a similar principle to the Cut tool in polygonal modeling, namely, press 1 time a lion. Cl. mouse in a place where there is verteks on the grid - this is the beginning and end of the weld seam is delayed by pressing the lion. Vol. click on another Vertex (on this edge), thereby making the end of the seam (see. Figure 2). Press pr.kn. mouse pad we stop seam 

After gasket joints we have to get the result as shown in Figure 3. 

Further rollout modifier Unwrap UVW are thrown in face selection mode, as well as advise to include a check in the checkbox Ignore backfacing, which prevents accidental release of face with splayed normals. Select the front of the scanner 

then go to Edit mode, and then click Mapping, and the drop-down list, select Normal mapping 

Next to Normal window mapping to the front of the scanner, select from the drop down list the method of texturing * Back / front mapping (* method is selected according to the selected part, such as a dedicated part of Left, respectively, select the Left / Right mapping, etc.), click oK. Figure 6 shows that we must eventually moluchit 

Similarly, you need to get the rest of the scan (6 pieces) Next you need to make all the pieces produced to get the whole sweep of our seats. To connect the two parts together by a common seam to find the most common joint. In the Edit mode, the selected one of the two parts of the total allocated sweep seam thus possible to determine where the abutment 2 parts 

when it is determined where the total seam for both parts, customize how close to each other (sometimes it is necessary to scale or rotate the part to be folded seam locations to each other) joint space joints. Then we switch to the selection mode and select Ajay edge where the seam on one part, and the interface is automatically highlighted place to another (adjacent to it) of the scan 

Once common seam it should be allocated to sew and combine together the two parts of the sweep, do it on the 9th drawing. 

Similarly, we collect the rest of the scan. After the unification of all parts should receive continuous scan seating both on the 10th figure 👌. 

that's basically all I had to learn in this texturing modeli.Probuyte if that write , we will discuss and corrected



20 Oct, 2011 Maks (Staff Author)
20 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Excellent work, Denis! 👌 I will correct your little guide for relief. - Remove the modifier TurboSmooth (if used). - Paragraphs 2 and 3 are missing. - Paragraphs 5 and 6 is replaced here by this action: - Other items perform. - Apply TurboSmooth. All 👌


23 Jul, 2011 Denis
20 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Oh-oh-oh-oh 👍! Perhaps I, too, will alter scan for low-poly modelka amended in the guide. Interestingly and development with low-poly after smoothing normal "sit" will be a model? : |


20 Oct, 2011 mOPs
20 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Yes, good. After all, you are in fact the topology model does not change, but merely make it smooths out any unevenness. But this applies to models with the right geomietriey and mapping in 🙂 Indeed, sometimes after applying TurboSmooth throws the creeps😁 On such models, and mapping will be clumsy.


20 Oct, 2011 Maks (Staff Author)
21 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
mOPs says is true. Usually after meppingom sabdivizhena problem is, if unsmoothed grid is very different from the smooth shape. For example, if after TubroSmooth to get a sphere that can make an ordinary Box, which after the smoothing becomes a sphere. This is the wrong approach. But if you do the same sector, only a small number of segments - this is true. With such seat should be no problem😉


23 Jul, 2011 Denis
22 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
I remade sweep and take into account the amendments from Max in the guide. At this time in the low-poly model, it looks good. It became much easier to work 👌.


24 Oct, 2011 Yuriy E.
24 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
I again I brake ... 🙄 Slightly confused the words "turn right, otmasshtabit to the square" - a type of "by eye" ?? (As I understood) ... somehow it did not sound very serious, okay, FIG Sneem, so be it ... Eliminated in the seventh paragraph (including commentary Max) and everything - "pipe". I spread the video ~ 2MB Yuriy-problem-video Che pancake for garbage ??? !! 😁 What to do something more? Do not sewn sweep: |


20 Oct, 2011 Maks (Staff Author)
24 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Yuriy E, on the eye, yes😉 In the video can see that you stand out all that is possible, but not😁 To Stitch tool worked correctly, you need to select only those edges in the scan to which you want to sew something. Those. the screenshot shows a red paragraph 7 videlennye ribs - you have to repeat the same thing. Mark the outer edges of the bottom piece, and you'll see that the corresponding rib on the other piece are highlighted in blue - then and Stitch. PS: It seems that you're doing a scan on the high-poly model, and should be on the low poly😉


23 Jul, 2011 Denis
24 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Hi Yuriy E, on vidio you stand out immediately 2 ribs, and it is necessary to allocate only one and it is sewn to the fact that stood out in blue. Stich also can not sew parts, if the edges are far apart (the principle instrument "Weld"😉 or incorrectly stapled (superposition portions scan) - this occurs when the edges for stitching on parts are not on each other, in general watch out for chttoby the part as much as possible and turn adjoined if need be, scale, etc. Try succeed.


24 Oct, 2011 Yuriy E.
25 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Max, Dennis Thank you. Since I myself almost a fool of myself - it unties my hands for the future is not a modest question ... 🙂 Model I did not high, and the Middle-poly😁 At the stage of modeling is not about talking, and then too lazy to redo. Question: Why Low-model? What does it affect? Just added complexity to "manual" sweep? If so, then I have already done it ... I cheholchik ready! 👍


23 Jul, 2011 Denis
25 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
First: why just a fool, it's not all the pros in this business ... I, for example, is understood how to make a simple scan rummaged half the Internet 👌 and many more did not understand, especially since it's not the most complex scanning . Secondly, if you have not noticed, I also started doing a scan, as you say in the "Middle-poly": the D, but then Max corrected me and I made a sweep of its low-poly models, plus the entire rule out unnecessary steps 👍. And thirdly: for the questions you no one will beat him, of course if you ask them in the corresponding section😉, this section is for this and created to sharing experience and best practices 👌. So write, do not be shy, if that corrected and correct😁.


20 Oct, 2011 Maks (Staff Author)
25 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Yuriy E, scanning should be done on a low poly model solely for the sake of simplicity. But rather, because of the undue complexity when dealing with high poly mesh. We already wrote about it in one of those. Making a scan high-poly model is not efficient because:


26 Oct, 2011 Ilya
26 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Dennis, thank you for the excellent guide that allowed me sekomomit a lot of time, and Max for the amendment. Here is my scan: Here is the result after the texture mapping: Faces turned out blurry, you see I have something to namudril Unwap UVW. How do I make the joints more clearly and how do I scale the texture Unwap UVW? Thanks in advance!


20 Oct, 2011 Maks (Staff Author)
26 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Elijah, on the faces of you "floated" texture. This can be corrected if you select to scan the entire grid and vospolzueshsya intrumentom Relax (from the Tools menu). Through trial choose the most suitable of the three available modes there. To apply RELEX, klatsat Apply is not counted that enough. Your little push the mesh and texture will be in its place 🙂 You'll see it right in the viewport. About zooming even easier. Just scaled grid to scan and model it immediately change the scale, respectively.


26 Oct, 2011 Ilya
27 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Thank you, Max !!! It turns out everything is very simple: Now I would like to continue modellirovanie seats. Not sure if it is possible here to ask this question, but I would venture. The screenshots Denis seat more "volume", I have the same top and edges are flat. How to make my model bulge? And how to change the chamfer radius after box converted to poly? Thanks in advance


20 Oct, 2011 Maks (Staff Author)
27 Oct, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Ilya, the question indirectly refers to the sweep. After converting the parametric object to an editable, all the parameters, of course, lost. This also applies to the case where parametric Chamfer Box is converted into editable Editable Poly. Moreover, in practice, if you apply to the parametric object even like modifier UVW Unwrap, that despite the fact that "under the" modifier it is still possible to change the parameters of the object, this change may carry unintended consequences. Not very good😁 The only varinat - edit manually 🙄 With regards to shape the model as a whole, it is rather a topic for the creation of the underground car seats in 3d , where I wrote where to start its re-establishment.


15 Nov, 2011 Usco
15 Nov, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Ufff, 2 days suffer from the scan, I do not know how to get rid of this seam is not beautiful: the same was here , it was necessary to sew - I sewed it, then you need a stitch from the end, as in "# 2162", but then stays texture as needed. We need your help: how do you still do the right thing?


20 Oct, 2011 Maks (Staff Author)
15 Nov, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Usco, show me vayrfreym and scan-enabled texture to background (the drop-down list at the top right), then it will be clearer what the problem is.


16 Nov, 2011 Usco
16 Nov, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Here: Her (scan) can be left whole? Material 1 is only applied to the whole surface? PSV Relax Tool in Interations and Amount - how to choose values? For that they do meet, really simple to pick up values ​​Guess?


16 Nov, 2011 Usco
16 Nov, 2011 # Re: Unwrap in 3ds Max: texturing complex models


16 Nov, 2011 Usco
16 Nov, 2011 # Re: Unwrap in 3ds Max: texturing complex models
My actions: 1 Applying the model Unwrap UVM 2-Edge-> Point To Point Seam 3-Face-> Exp.Face Sel To Pelt Seams 4-Pelt-> moved to the middle of the model has a yellow rectangle 5-Edit Pelt Map 6- stretched "scale" in terms pobolshe-> Simulate Pelt Pulling (3 times until no longer deform) 7 Exactly unfolded "scan" -> Tools-> Relax 8-Relax By Face Angles Interations-224 the Amount-September 1-Applay (as Unless ONET has not ceased to be deformed, but only slowly increase, raz7-9) 10.Vsё.


20 Oct, 2011 Maks (Staff Author)
16 Nov, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Usco, at first, look like a sweep of Elijah looks, multiple messages above. There seams and faithful, and in the right direction. You need to do your scan similarly. Secondly, no peltov. As Denis says, I mind my amendment to his Hyde. Then you will no longer texture "swimming". Thirdly, in the future, yet turn on the texture on the backgrounds of the drop-down list and scan window, it may become evident that your joint problem (which should still remodel :🙂 can not scan, but the fact that you have there just the wrong place texture.


21 Nov, 2011 Drau
21 Nov, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Hello. I have started to implement this task. At texturing have a question: after creating a scan, adding "EditUVWs" to texture, close the window, and when you reopen the Scan disappears. I tried to save through a "SaveUVWs" but when you open the file again - nothing happens. The result, once 7-8, has already made a scan of the lower seat, which is tedious: |


20 Oct, 2011 Maks (Staff Author)
21 Nov, 2011 # Re: Unwrap in 3ds Max: texturing complex models
Hello, Drau! Try to make any kind of sweep at the newly created Box. whether it is saved on there? If so, the case is in your facility. Apply to him Collapse utility and after manipulation of the scan, do not change anything in the modifier stack below the UVW Unwrap. This may solve the problem 🙂


23 Jul, 2011 Denis
30 Jan, 2012 # Re: Unwrap in 3ds Max: texturing complex models
Good time of day to all, and particularly you, Anton and Max! There was a question for one, namely, how to customize a report tecture in Unwrap'e. How many times I tried, but the desired effect and has not received. Max, you have repeatedly pointed out these errors in the project Virtual freelancing on my subway seat model. So I would like to learn textures report setting rules. As I understand Unwrap UVW can hawala all textures (meaning on the aspect ratio), but initially Unwrap UVW sharpened by the texture of equal proportions, for example 1024 x 1024 pixels, ie, equilateral. The project visualization subway seats from for references (see. TK) with textures, textiles have images that are rectangular in shape (not equilateral). So about this issue: 1) When making seamless texture, whether it is necessary to cut a fragment of an equilateral Unwrap or tiles can be not paying attention to the aspect ratio (a grain pattern is sometimes not, you can cut an equilateral fragment cropped picture). What proportion of the texture is more preferable? 2) How to set the right texture is not equilateral, so that they do not stretch ... it seems that everything is set up on the eyes ... I tried so - it is impossible to perfectly configure. Perhaps there is a more rational approach, or something I overlooked.


20 Oct, 2011 Maks (Staff Author)
30 Jan, 2012 # Re: Unwrap in 3ds Max: texturing complex models

Hi Denis!

Unwrap UVW is just a tool for managing the mapping of models, so it's not entirely correct to argue if it haves textures at all 🙂

In it, you specify how any texture will be distributed over the surface of the model, just there the supposed texture is represented by an equal footing. Perhaps the fact is that technically, with a render (both a viewport and a final one), a "square space" in memory is allocated for each texture. Those. If we use the texture of 1024 to 648, then the memory will be allocated as on the texture of 1024 to 1024. Therefore, in any case, the square texture is better. Not depending on the mapping.

In terms of using models, the square texture is also better, because when you want to change the material, and make the texture of the tree, rather than the metal, for example, you will either have to adjust the texture of the tree to the aspect ratio of the metal, which already sounds strange, or pick the mapping, To fit it into a new texture. It's easier to do everything square and that's it.

The texture of the uneven pattern can be repeated multiple times in Photoshop to make it square. This is the simplest and most reliable solution 👌

Despite the fact that I persuaded you (probably) to move to the bright side🙂🙂 of the mapping and use everything to make it equilateral, if it is a specific model and a single mapping, then, of course, it's easier to choose the aspect ratio in the mapping itself. As you said, I have many times pointed out mistakes and, it seems, explained how this is done. So now I will summarize and explain how to do this by simple actions. If your texture has "wide" proportions, then cut everything you have in the sweep. If on the contrary, your texture is "high", then make the scan lower, again, with a disproportional scaling. If you want the texture to repeat more times - proportionally reduce the elements of the spread. Less number of times - increase. The main thing is to follow what is happening in the viewport, on the model itself, and you will immediately feel in which direction you move😉



23 Jul, 2011 Denis
30 Jan, 2012 # Re: Unwrap in 3ds Max: texturing complex models
Ok, Max! I will try ... the way he thought about how to replicate the texture tiling and cut a square texture fragment of the desired area ...😉, which means that the brain is thinking in the right way, but just in case I decided to write, think and suddenly there is methods, so to speak, rationally😁. And on account of the fact that you are a supporter of square texture, but like me 🙂, convinced by downloading one of these free models. Equilateral texture easier to setup as not cool 👌.


6 Feb, 2012 coala
6 Feb, 2012 # Re: Unwrap in 3ds Max: texturing complex models
Hello RenderStuff, Help me please ... how to do a scan for the figure in the form of a cone ??? With Pelt scan turns out not perfect, and indeed, as I have not twisted accurate result it is impossible ... I am tired ...


20 Oct, 2011 Maks (Staff Author)
6 Feb, 2012 # Re: Unwrap in 3ds Max: texturing complex models
Hello, coala! It is the "ideal" and will not be. Scan cone looks like a cake without a top cut slices. The truncated cone, respectively, will look like a bagel with a slice cut out. On your unfolding just as well have (unless divided into two), and in the viewport looks proportionally. Everything okay 👍


20 Oct, 2011 Maks (Staff Author)
3 Mar, 2012 # Re: Unwrap in 3ds Max: texturing complex models
Hello everybody! ASRockus, you too dense mesh base. Those models, which are subject to anti-aliasing, you can make a rough, with fewer polygons. This, by the way on the first or second page, was discussed. About scaling down - I'm confused 🙄, used in a greater need. As for the texture, if it must be repeated on the model, it must be clearly zataylennoy. There is no difference for the particular scene, how you will achieve this. But, nevertheless, the ideal is best done as a separate step, for example, in Photoshop. Who cares, see the topic about the essence of the tiling in the Max 3ds , there mOPs all the cool painted; as well as in the subject of the fact how can literally make the texture taylennoy described Photoshop method. Proportionality texture can be checked by Checker (squares) in the upper right corner of the Unwrap the UVW . If the model in the viewport rectangular steel boxes, then you need to adjust the aspect ratio. By the way, if the squares are not the same size, it needs to be corrected if the squares steel triangles, etc. .. Good thing these squares😁


3 Mar, 2012 ASRockus
3 Mar, 2012 # Re: Unwrap in 3ds Max: texturing complex models
Hi Max (RenderStuff). As for the base grid understood everything, I will take on board. The proposed article you read. Now, regarding the scaling: if scale in a big way, while unfolding beyond the boundaries of the blue square in the UV Editore, because the grid should exactly fit there. Please explain this point.


23 Jul, 2011 Denis
5 Mar, 2012 # Re: Unwrap in 3ds Max: texturing complex models
Hello ASRockus! If normal tiled textures, it will not affect the texturing scan your model, since texture tile automatically, only visually in the viewport is not visible. To see tiling textures, you must configure the viewport (see screenshot). This will facilitate the task you adjust the position of texture seams on a model😉. At the expense of the square, then definitely I will not argue, because Do not know his own real destination 🙄, but it seems to me that he needed to get optimum texture with renderinge sweep in texture to further decorate it in the graphical editor, also serves as the dimensions for the package scanner.


3 Mar, 2012 ASRockus
5 Mar, 2012 # Re: Unwrap in 3ds Max: texturing complex models
Hi Denis! Thanks for answering. It turns out that the unfolding does not necessarily fit into the infamous square. And I think as much as possible to scale in a big way to set up a rapport, and remain within the little square😁


23 Jul, 2011 Denis
6 Mar, 2012 # Re: Unwrap in 3ds Max: texturing complex models
All right 👌 on account of the square can not worry. Scale your scan how do you advise Max, everything should be fine on your model.


10 Jan, 2013 Sasha
10 Jan, 2013 # Re: Unwrap in 3ds Max: texturing complex models
Tell me how should look like scan scope. It is very necessary, thank you.


21 Jan, 2013 Anton (Staff Author)
21 Jan, 2013 # Re: Unwrap in 3ds Max: texturing complex models
Hello! Dimon, you ask a very general question, without a specific example, to give a precise answer is impossible. In addition, it is not clear what it means to "layers are applied." One can only guess what you meant. If the scan is done correctly, there is nothing in it is not imposed. Moreover, the strict requirement of game engines - absence overleppinga (texture overlapping) on ​​the 3d models. An exception can only be cases where several meppinga channels used. But this is only an exception. Sasha, to understand how to look scan scope, you need to go and look at it😁 This is most easily done by placing in the stage of primitive Sphere standard, applying to it the modifier sweep Unwarp UVW and pressing it button «Open UV Editor ...». You will see that the base of its sweep a rectangle with "teeth". To understand what kind of teeth, you can see the 105 edition of How IT's Made (the Discovery) . It shows how to press the hemisphere superimposed map of the world and get a geographical globe. Only when the teeth on the contrary, but the bottom line, I think, is clear.


11 Feb, 2013 Dzhimmi
11 Feb, 2013 # Re: Unwrap in 3ds Max: texturing complex models
Well, actually paint textures for complex models in Photoshop is not always good, if the texture has a unique pattern, visible seams are obtained. It is much easier to do it in Mudbox or Zbrush through texture projection on the model, etc.


24 Mar, 2013 Andrey
24 Mar, 2013 # Re: Unwrap in 3ds Max: texturing complex models
Please help can not proteksturirovat braid on slipper can not exactly go to: braid:


4 Jun, 2013 Sanya
4 Jun, 2013 # Re: Unwrap in 3ds Max: texturing complex models
Prompt pozhaluysita, the problem is that when I did the scan, for example, and want to go back to Edith poly. But when I click Edith poly writes error. And all I have to completely kanvertirovat Edith in the field, along with the scan. As this izbezhat7 or not? It is necessary to fully make the scan, and then if you want to continue the simulation?


4 Jun, 2013 gus_ann
4 Jun, 2013 # Re: Unwrap in 3ds Max: texturing complex models
Hello, the thing is that we model first, then texturing. Ie, first do a complete model, not smoothed by turbosmuf, then sweep, then turbosmuf. On top of the scan apply edit poly and edit model originally bad ideya- entire scan after editing the grid anyway knock. Or anything good will come of it.


20 Oct, 2011 Maks (Staff Author)
5 Jun, 2013 # Re: Unwrap in 3ds Max: texturing complex models
> And all I have to completely kanvertirovat Edith in the field, along with the scan. > How to avoid it? or not? We can not and do not need. Mapping is configured to scan, of course, retained in the model and convert / edit / new scan will allow further configuration mapping. The only kind of changes, possible "under the" scan, is very moving points. But just simply move the point, as a rule, do not need 🙄


1 Sep, 2014 darya
1 Sep, 2014 # Re: Unwrap in 3ds Max: texturing complex models
Good afternoon! I hope that the answer quickly, because as usual job burns! Question: how to apply a texture (I bar) on the curtain gathered sticking (model downloaded from the library, and is a Editable Mesh) ??? Perhaps through unwrap UVW but there artful settings might need to know, because vlob curtain falls into disjointed fragments of 100 and put them straight strip is not possible. Prompt! curtain: texture: what should be a result of: Thank you!


1 Sep, 2014 darya
1 Sep, 2014 # Re: Unwrap in 3ds Max: texturing complex models
A difficulty is this: if you act very vtupuyu 🙂 is a result- if you do a scan through the Unwrap UVW those 2 tykami I know (via face-open UV editor-flatten mapping) obtained a small piece of a million and put into Photoshop (e) on which the strip is not possible! We need some way to get a square canvas-scan and that's exactly what I do not know how to do 🙂 Thanks for the help!


1 Sep, 2014 Oleg
1 Sep, 2014 # Re: Unwrap in 3ds Max: texturing complex models

The unfolding of curtains is done very simply, approximately as a sweep of the whole organic. In unwrap uvw select all polygons, press the Pelt Map button. The Edit UVWs and Pelp Map windows appear. In Edit UVWs, you see a circle inside of which on the "stretch marks" will be your curtains assembled, as in the scene. This curtain needs to be deployed ideally in a flat rectangle. To do this, simply press the Pelt Map. An equal rectangle does not work, but it's okay. Then you need to press Start Relax (this will loosen the tension where it's excessive and the curtain will take an even more correct shape). Press this button several times until you get the result that suits you. I pressed 5 times. In Relax settings, in Settings next to it, I chose Relax by Polygon Angels, Amount 1. Next, check the sweep for overlapping and eversion of polygons in the Polygon control mode. These are the two buttons Select Inverted Polygons and Select Overlappted Polygons in the Select tab. If some polygons are highlighted in red, then simply manipulate them manually by dragging the vertices. It remains only to scale the sweep so that it fits into the square 0,0; 1,1. That's the whole trouble 🙂
I had to optimize the curtain decently, right up to 4,000 polygons, because my old laptop twice hung when I tried to do the above operations with the original curtain. If your computer pulls, then you do not need to optimize, if it hangs up, gradually optimize to achieve an acceptable result, because with such an optimization, as I did, the curtain does not look very good🙂 And the texture itself is very low resolution. For clarity, I apply a photo with the overlay material Checker, which shows that the texture falls very well, and also the screen of the sweep itself.



26 May, 2015 Ilshat
26 May, 2015 # Re: Unwrap in 3ds Max: texturing complex models
Thanks 👌


4 Jun, 2013 gus_ann
23 Aug, 2015 # Re: Unwrap in 3ds Max: texturing complex models

Perhaps you are doing something wrong.

Here is a simple example with boxing:

I drew a primitive, translated it into Editable Poly (Skollapsila).

All faces of it have a different ID, so they will, until you break it into the ID manually.

Let's say I want all the polygons to be the first ID. I will select all polygons and assign them ID 1.

Then I decide that I need one polygon with a second ID. Also, manually change its ID.

If I now assign the material to a multi-sub, I'll see how it works on the model.

Next, I need a sweep. I'll do it.

And now I change my mind and want another polygon with a second ID.
For this, I need to drop the Edit Poly modifier on the model, select the required polygon and assign the desired ID to it.

And after removing the selection from the polygons, I'll see that he changed the color ....

If to me suddenly for some reason it is necessary to collapse all, well, we make a collapse.

I want to see if my sweep, which I did earlier, was saved ... For this, I'll just put the UnwrapUVW modifier on and open the window of the sweep itself.

Everything seems to be in place ...
Well, and so on .... I wanted another polygon to make a new third ID again, I'll do it through Edit Poly.
And your last question is that nothing is selected .... Hmm, that's all there is chosen .... You drive into the Select ID field with the desired ID number and then you have to press the SELECT button. And everything will be chosen ...

😉😉😉
Pisanin for half an hour, and business for 2 minutes ....



1 Oct, 2015 Yevgeniy
1 Oct, 2015 # Re: Unwrap in 3ds Max: texturing complex models
Hello! Help me please. I 3d max recently. I can not textured the arm of the couch: I tried every option UW map, tried to texture on the spline to unwrap, tilil back and forth alone textured polygons on the sides, but still it turns out the connection. What is the problem? In the model? Re should be a model? If so, how to avoid this band? I would be grateful for your help.


1 Oct, 2015 Aleh (3d modeling expert)
1 Oct, 2015 # Re: Unwrap in 3ds Max: texturing complex models
Hey, I heard about the joints? At this point, the seam passes, ie the texture is broken on the net. Dialled unwrap uvw modifier and you'll see a green bar. Thus, where the scan is broken, there will always be visible seam texture. If you want to make large sofa frames in high resolution and the joint eyesore, the best solution might be to make a scan model in the unwrap uvw. This will hide the seams and texture and provide a uniform and in the right direction. If a close angle is not planned, then do not bother, no one will see. As far as I know part of the mat, uvw map modifier does not change the location of the seams on a model, but only turns your scan. Get rid of the extra stitches can be quick and painless: 1. draped modifier unwrap uvw 2. Select all the polygons within the modifier 3. Click Quick planar map button in the drop-down list Edit UVs 4. Skolapsit stack


7 Jul, 2017 Aleksey
7 Jul, 2017 # Re: Unwrap in 3ds Max: texturing complex models

Good evening, I'm trying to texture the model I created for the game mode, but when I try UnwrapUVW in an administrator, applying Flatten Mapping texture splits into a huge number of polygons .... and collect up to a pile as it seems to me if it's real that no evening is sitting. Some models scatter as it should and some just horror. I attach the reference to the picture. Help me to understand.


http://dropmefiles.com/ToNDr



20 Oct, 2011 Maks (Staff Author)
8 Jul, 2017 # Re: Unwrap in 3ds Max: texturing complex models

Alexey,

You shouldnt expect anything good from Flatten Mapping. It works just like this: spreads every flat face along a template, well, not taking care of the seams, the integrity, or the location of the neighboring pieces.

For a good mapping, you will have to use a more efficient tool. In 3ds Max, this is the Pelt technique of the Unwrap UVW modifier, or the old-school manual unwrapping by the means of selection of the desired general logical piece, the application of the planar projection onto it, sewing them to the desired place. Also, there are very good 100% automatic unwrappers in other software products.


Add a comment

Name:  


Anti-spam challenge (please check if you agree with this and uncheck if not)
Yes, I am a spam-bot.
Yes, I am a human.
Terms of Service

RenderStuff © 2008