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Duke John
11-09-2004, 17:31
I edited very heavily an existing model until I got this:

http://chronicles.metw.net/sj/dev/model2.jpg

Since the model was so altered I of course also edited the UV coordinates using UV unwrap. This is what I got:

http://chronicles.metw.net/sj/dev/uv2.jpg

I then selected the body and made it an editable mesh to get rid of the UV unwrap modifier in the stack. I assigned all the vertices to different bones. Then I exported the model.

I imported the CAS file to see if everything worked and it didn't. It somehow keeps forgetting that I have altered the UV coordinates. The CAS model looks like this:
http://chronicles.metw.net/sj/dev/model.jpg

When I unwrap the UV I get the following:
http://chronicles.metw.net/sj/dev/uv.jpg
Exactly is how it looked like in the original model so it "forgot" to use the new UV coordinates.

I also tested with keeping the unwrap modifier in the stack (thus not collapsing it), but that doesn't help either. I know that some of us have edited the UV coordinates without problems, but what am I forgetting?

Edit: after reading the CAS editor readme I broke all vertices in the UV editor. Collapsed the stack, made a new skin, exported, and still it's showing up correctly.

Please help since that is the last hindrance before I completely understand the process.

Thanks,
Duke John

Duke John
11-09-2004, 19:05
:wall: stupid me for misreading things. You need to break the vertices not in the UV editor but in in

Editable Mesh
:
:....Vertex
- Edit Geometry

argh!

Vercingetorix
11-10-2004, 01:01
Yep this is a pain. You see in max the texture vertices and the mesh vertices are not related at all! And so you may have more or less texture vertices then mesh vertices, f you have more then it causes problems. There are a few things you can do.

One is in the editible mesh panel select all the faces below the waist and detach them, then attach this new object that you just detached. This will seperate the vertices at the waist which is not the same as breaking them. Breaking vertices will result in many vertices and may cause hard edges when smoothing. Do the detach/attatch where all the other uv's are broken, that is where the the mesh is continous but the uv's are not, for example where the waist and chest meet. They are continous but seperate "chunks" in the uv editor; the border verts have multiple texture verts which is what causes problems.

Two is to break all the verts that share texture verts. Not as elequent but works. I wrote a script for this purpose that finds all vertices have texture vertices shared and breaks them. The result is many more vertices then you need and possible smoothing problems, it works but not as reccomended as option 1. I'm not at my home pc right now but when I am in about 5 hours I can upload it for you if you want.

Three is to break all the verts. Bad idea :p

Hope this is clear tell me if it's not I know it's a bit of a hassle. In the future however I think it would be a good idea when mapping to select the faces you want to map, detach them, do the mapping and then re-attach the part to the main mesh. For example if you were mapping the chest and back you would select the front chest (from a side angle) detach it and map. Repeat for the back.