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View Full Version : HCE How do it tell a single triangle that it is part of the bigger picture(well texture)?



sanni
August 5th, 2011, 03:54 PM
Hello there :iamafag:

So while creating some lightmaps in tool it complained about a triangle. Some thing about uv something:cop:

le triangle :-3
http://img7.imagebanana.com/img/5j2hry0v/2.PNG

So my standard procedure to fix this is to remove the cancer and just make some new triangles.

The new triangle:
http://img6.imagebanana.com/img/aicfl07g/3.PNG

As you can see the uvw unwrap was lost because I deleted the triangle.
If I just apply a new uvw unwrap modifier to all ground triangles, my ground texture isn't aligned anymore, I would have to start all over again with the unwrapping :smith:
All triangles have the same material id and are part of smoothing group 1.

So how can I tell this nice little triangle that there is already a huge uvw unwrap party next door and that it should join there instead of making his own? :woop:

Thank you :neckbeard:

Disaster
August 5th, 2011, 04:24 PM
Scale it down and weld it into place in the old uv.

LlamaMaster
August 5th, 2011, 04:36 PM
First off, select that one triangle and apply a box UVW map to it (this is the fix the stretching you have going on there, and to make it easier to see for the next step). Then re-select that poly and all it's neighboring polys and apply a unwrap UVW modifier. At that point it's just a matter of dragging your lone triangle into the "hole" of the larger cluster and welding its vertices in (tools > weld selected).

Higuy
August 5th, 2011, 06:27 PM
select the polygon, the ones around it, and then go to the uvw unwrap. make sure your under face mode, find the affected triangle, and under the tools select "stitch"

sanni
August 5th, 2011, 07:11 PM
Thank you very much =)

I now have a similar problems with the texture alignment:
http://img6.imagebanana.com/img/nzm26ywt/thumb/Unbenannt.PNG (http://www.imagebanana.com/view/nzm26ywt/Unbenannt.PNG)

I am using the box uvw map but somehow it still sizes the texture different for different faces. I can resize the texture so that it looks good at that specific location but then somewhere else it gets messed up. The texture somehow follows the faces. :(
How can I tell 3ds max 8 to apply the texture from the bottom of the cliffs to the top no matter how the faces are aligned to each other?
Right now they are all scambled up. I tried x,y,z align in the uvw map gizmo but is does not seem like it aligns the texture to absolute x,y,z more like relative to the face or something like that.

chrisk123999
August 5th, 2011, 07:12 PM
You should be uvw unwrapping the cliffs a few faces at at time. Not a box map to the entire thing...