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View Full Version : A few questions about UV maps and Sub-D's.


nghia59
05-03-2010, 08:21 PM
Hi guys, I was wondering if there was any one here that might know the answer to some questions about UV maps stretching in Sub-D's. I'm primarily from games so our maps are usually packed pretty tight in a 0 to 1 space with all the pieces laid out in uniform peel with unique textures for each piece.

In hard surface modeling you can either have the UV's smooth or stay locked. But with creased edges they can both cause texture stretching or seam cracks. So the question is how do you deal with this in a high res environment if you want the pieces to have specific textures?

Any answer or ideas that anyone can give would be greatly appreciated.

- Nghia

El Burritoh
06-03-2010, 05:04 AM
Actually, I think this is one reason why so many people don't use creases or edge weighting. Now there may very well be a way to use creases and get proper UVs. I don't know what that would be. For pipeline reasons I never use creases.

Billabong
06-03-2010, 06:22 AM
I'm guessing your asking this question because you work in 3Ds max, same as I. and yeah it is hell to remove the stretching sometimes. Scrimski created a script over at CgTalk that does help with this.

I do suggest reading the entire thread.

http://forums.cgsociety.org/showthread.php?f=6&t=453214&highlight=Unwrap+Turbosmooth

if you don't work in Max, this disregard this post

-B

ianucci
24-03-2010, 12:54 PM
I have a question and this seems the best place for it.

For those of you that use renderman, I know that UVs get smoothed a render time. So how do you paint your texture maps? Do you have to extract the smoothed layout from a subdivided version of the model?

Levus
04-11-2010, 06:44 AM
Hi everybody!

I suppose the problem might be in subdivision method.
Uv smoothing is depend to mesh subdivision.

In max:
Try to use meshsmooth with subdivision method->classic instead of NURMS.
Should help with your seams problem.
Meshsmooth is a little slower if you are working with a lot of big meshes, but is more controlable than turbosmooth.

EDIT:
o, that's a little old thread.. but maybe it will help:)

kissb
05-11-2010, 08:06 PM
I have a question and this seems the best place for it.

For those of you that use renderman, I know that UVs get smoothed a render time. So how do you paint your texture maps? Do you have to extract the smoothed layout from a subdivided version of the model?


I used to do that..if your basemesh isn't detailed enough you might need to tessalate the mesh a lot of times to get smooth result. Just make sure your modeling software using the same UV smoothing method as the one you'll use in renderman.
Also, use ptex if you can ( in mudbox, soon in mari ), or something like this (http://alice.loria.fr/~nivoliev/Seamless/) ( I think only blender (?) supports this atm ).