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#1 |
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Rahyama
Join Date: Dec 2008
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Unwrapping hi-poly mesh
package --> 3ds max 2008
Hi, I have modeled a wooden plank by drawing a spline.. converting it to a poly... did all sort of things like chamfer the edges... added a noise modifier... and finally added a mesh smooth with 2 iterations.... the mesh is really smooth and i kept appreciating my "skills" at first but now that i want to unwrap it....im having doubts about my workflow...cuz i know, a plank is not much of a big deal even with a hi poly count but how do we go about unwrapping more complicated objects with really hi poly counts in case one has to? i tried to unwrap it with mesh smooth turned off but it messed up the unwrap when i turned mesh smooth back on thnaks |
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#2 |
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Scorpion
Join Date: Jun 2005
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It shouldn't mess up the unwrap once you add mesh smooth (or even better - turbo smooth (it's faster)). Just make sure your mesh or turbo smooth modifier goes on top of the Unwrap UVW modifier (not bellow).
Why unwraping the plank? Isn't UVW modifer (box) do the job?
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#3 |
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Rahyama
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i guess wasnt thinking on those lines
i havnt started unwrapping just finished with the modeling....this is exactly what i want to know.....is there n e thing wrong with my work flow....i mean i tend to model everything without thinking in terms of textures and suddenly i find that the foly count on some not so imp objs is way too much....this is the model......all tips are welcome so that i can start with unwrapping this thing.
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#4 |
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Rahyama
Join Date: Dec 2008
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couple more
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#5 |
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Scorpion
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Oh man... that looks awesome. I really like it.
I wouldn't bother to unwrap everything in there. For example, I would put the same (hi quality) map for the planks. Select them all, and add them UVW Map modifer, check box, and press fit. Now, the map would be streched at all planks ( and they will not look the same in boring repetetive way). After that, you can add dirt to that map within composite material to get some variations (or even make the all variations in PS before you apply the map). For the barels you could just put cylindrical UVW map modifier... and so on. Actually, I don't see any object here that needs to be unwraped. (maybe that boat should be unwraped... if it is one object) Keep it simple, that's good moto. ![]()
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------------------------------ Now it's the time to be extreme! Last edited by bobi; 12-08-2009 at 03:03 PM.. |
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#6 |
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Rahyama
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Think ill use a box map...
i guess ill go ahead with box mapping the planks but like you said the texture will stretch and add that random aspect but istn stretching a bad thing....i mean up till now ive learnt is that we unwrap to get rid of unwanted stretching in the first place....this brings me to another question...do you think box mapping will show seams on the sides...that would be the smaller sides...perhaps i should just check it out for my self.....but you input is invaluable.
n e how....i am learning to texture n stuff so i wanted to know a few other things regarding maps... now i know a diffuse is used for the surface appearence if you will...then we have the bump...pretty good.... i need to know what normals maps are used for and when are they really used????? ive read a bit and from what im guessing i think they are used for low poly game models???? thanks |
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#7 |
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conscientious objector
Join Date: Sep 2007
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I'd disagree with some of the things said tbh. It's personal experience and preference making me say that though so just put "in my opinion" in front of every sentence...
It's always more desirable to unwrap something properly if time allows - if for no other reason than that it helps avoid texture stretching. You should get away with unwrapping under a mesh/turbo smooth in most cases. Sometimes you might need to put another unwrap on and tweak things some examples.. - The ends of the planks will have been sawn so you'd see the cross-section of the grain, You'd need to at least apply different textures to the ends to achieve that but to avoid seams etc you're better off unwrapping properly. - The upright posts will be the same -All the panels, windows and doors will need dirt/scratches/rust etc. painting into their corners and over their surfaces - in order to avoid stretching etc you'd need to paint a map for each. Normal maps are a good idea when used correctly. If you treat them like a bump map but better then things look good, if you try to create geometric detail with them things don't look good. The dented barrel example Bobi used is a case like this - I would model the dent, use a normal map to handle any deep scratches, bubbling paint or large areas of rust and finally a bump map for high frequency detail. |
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#8 |
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Need to work more...
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I would have to go with poopipe on that one, especially with this models unwraping wont be a big issue, and shouldnt take you too much time, and at the end of the day it will look a lot better by having al this little details like dirt etc....
As I really like your rendered would you mind posting setup of your lighting (render setup, and light setup) if you have the time. And what plugin did you use for the plants??? Keep it up.
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#9 |
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Scorpion
Join Date: Jun 2005
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Ok, I've made a quick example, similar to fake jake scene.
This is the scene that is maped just using ordinary UVW modifier (box) I mean... it does have seams, but are they so noticible?
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#10 |
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conscientious objector
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frankly, yes.
Also you're not getting the cross section of the wood grain. I know it's just a quick job and I know it could be made better but there's still that seam that you can't paint out easily unless you've unwrapped fully. It's not always necessary to fully unwrap for sure but if you do it, things look better |
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#11 |
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Rahyama
Join Date: Dec 2008
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first off thank you all for your time
bob poopipe bob marley appreciate the inputregarding maps i think i get it......preference is a matter of detail....lets say its a matter of modeling what is needed and adding details using normals further still using bumps.....and we may decide on that based on our requirements..same can be said about textures…had to hammer this in my head haha heres another thing.....i have modelled four of these planks and instanced the rest with random rotation....what i had in mind was that i would unwrap, texture etc these four and the rest would get updated automatically... now i instanced the planks with meshsmooth still in the stack and i didnt collapse these four into a single mesh.... i dont know if it is a problem bcuz all the planks dont seem to be instances anymore as they dont propogate any change made to the original four....plus they have thier individual meshsmooth modifiers in the stack which is kinda freaky..... does this mean that "if we make instances without collapsing down the stack the relationship is gone????" bcuz logically if i had collapsed down the stack of the original planks the stack for the instances should have been collapsed too??? Bob Marley……yar im no expert, ive just started off with max to say the least…..what I did was that used a day light system found under “systems” and changed its settings to mr sun and mr sky respectively…..also in the environment I used exposure control and selected the preset for outdoor day time. As far as render settings go…….i simply used mental ray…..did nothing to the settings haha just switched on final gather and global illumination that’s it……this is all I know abt mental ray for now but like I said im learning, have started off with modeling a bit into textures; then got lights and render and animation etc on the list……. cheers |
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#12 |
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Rahyama
Join Date: Dec 2008
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and yes i forgot i used gwivy for the ivy
http://www.guruware.at/main/ivy/index.html .....started with ivy generator but id had scaling and positioning issues the biggest was with exporting importing objs back and forth plus i dont think it does well with high poly meshes.....i may be wrong but its my personal experience....the very good thing about gwivy is that it grows inside max so thats cool.....rest is just a matter of adding custom textures to the leaves. |
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#13 |
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Rahyama
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im here again
ok so i was just wondering....is the scheme shown in pic1 the best as far as unwrapping the planks go??
if we stick on a simple bitmap from side to side as shown in pic2 will that be the most effective way of doing it.... cuz im guessing seems that ive ticked in pic3 will be covered nicely but what abt the sides that make up the seems in pic4. whats the way to get around that....any efficient method that has lesser seems to take care of.......are tilable textures an answer??? |
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#14 |
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conscientious objector
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your uv layout is fine. You'll want to weld it all together and relax it (choose "by face centers" in the relax options) to remove any distortion/stretching.
What you need to do is edit the texture so it fits to your layout. In the case of these planks that's pretty simple you can just clone stuff around in photoshop and put a sawn-edge picture where the ends of the planks are. base your bumps and normals on that image and you're away ![]() |
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