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Map Face 3ds Max

The result of a well-placed spherical projection map is pretty good forth face. You can enhance this if you temporarily apply a Spheriphy and Relax modifier (3ds Max modifiers) to your head. As we will show lat you can then continue to manually clean up the mapping in UV space ^

Pertect heads

UV mapping

Pertect heads

UV mapping

O Step 4: Problem areas and edge distortion

In the close-up of the eye region, we see lots of overlap—which we can't have. We need to have a unique area for every triangle (unless we deliberately want to reuse the same 2D texture in many places). This display from 3ds Max's UV unwrap utility is also color-coding edge distortion—green is good and red is bad. So this simple mapping has overlap and distortion problems.

o steP 5: Getting ready to relax

One approach to fixing the problems of overlapping and distorted UV mapping is to treat the connected UV coordinates as if they were a mesh and apply an iterated solve to "relax" the "mesh' The goal is no overlaps and minimum distortion from the 3D mesh. In the first step we select the edge of the mesh around the eye—this is not seen as it's on the inside of the eye so we can, in the next step shrink it to a point.

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O Step 6: Shrink and relax

We set up by selecting the UV verts around the edge of the eye mesh— these verts are on the inside of the eye. Use a soft selection and shrink them right in. Then we run the relax using face centers on the region surrounding the eye. Note, that you have to set a theoretical stretch factor for the simulation to work property. The stretch tells the solver that the "mesh" starts out stretched. You can be heavy-handed with the relax at this stage. Face-centered relax is crude, fast, and effective in pulling things apart, but it won't give minimum distortion results.

O Step 7: Reviewing the results

The UV Unwrap tool we are using in 3ds Max has an excellent display option to show edge distortion. Using this display option we see that most of the eye UV maps are still badly distorted—this is compared to the 3D mesh. In principal, we have followed the right steps but we would get a better result if the inner edge of the eye had not been shrunk so much, and if it better reflected the shape of the eye.

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Perfect heads

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Perfect heads

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There is an alternative to starting with coordinates generated by standard UV proiect.on methods peitmg Think of the 3D mesh as a real skin im

you want to slit open and stretch out. just like an animal skin As a first step you need to define any seams along which your model will be split open For a head a single seam is all that is needed You specify pelt seams in the UV Unwrap modifier at the edge sub object level in 3ds Max

Vou can see the seam marked in blue here I

O Step 9: Working with low-res meshes

To get the best result from the pelt simulation you want to start minimal mesh Fortunately. Hong modeled our head at low re W'th a and built in detail at each successive subdivision step The f n ut,°n detailed meshes can all be packed into one HSDS (Hierarch Set of Division Surface) or into Edit Poly/Mesh/Patch modifiers in a st Sub means that we can work on the base mesh and every chanoe-l? Thls mapping—will be propagated to the higher resolution meshes c

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Responses

  • BRIFFO
    How to pelt 3d model max?
    7 years ago

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