View Full Version : Noob UV Questions - again

3rd Nov 2013, 06:58 AM
Hello friends,

I'm able to do UVs on hard surfaces and some of the organics with 3ds max uv editor and Headus UV Layout. What I REALLY curious about is doing UVs of highpoly surfaces (with Turbosmooth added and its active)

When I do the UVs in low poly - because its not possible to do them with collapsed Turbosmooth iterations of 2) and activated the Turbosmooth, textures get stretched. it's always like that and I never seen any useful tutorial out there to fully explain this.

Suggestions and comments will be appreciated - thanks in advance...:tu:

4th Nov 2013, 02:20 AM
I don't think that this is a noob question. :)

http://www.foundation3d.com/uploads/general/2013/11/1668-04-556267_tn.jpg (http://www.foundation3d.com/uploads/general/2013/11/1668-04-556267.jpg)
-You have a lowpoly object and its uvmap.

http://www.foundation3d.com/uploads/general/2013/11/1668-04-556458_tn.jpg (http://www.foundation3d.com/uploads/general/2013/11/1668-04-556458.jpg)
-You want to get a high poly object via turbosmooth or Hypernurbs (it is Hypernurbs in C4D) with the same uvmap.
As you can see in the picture, that doesn't work very well. It just can't work as I see it.

I found only one way to get a better result.
You have to subdivide the mesh at least once. Then you need to "relax" the uv map once again.
http://www.foundation3d.com/uploads/general/2013/11/1668-04-556574_tn.jpg (http://www.foundation3d.com/uploads/general/2013/11/1668-04-556574.jpg)->http://www.foundation3d.com/uploads/general/2013/11/1668-04-556596_tn.jpg (http://www.foundation3d.com/uploads/general/2013/11/1668-04-556596.jpg)

With that you have already a better result. (Still not great, but better and good enough to make clear what I want to show^^)
http://www.foundation3d.com/uploads/general/2013/11/1668-04-556647_tn.jpg (http://www.foundation3d.com/uploads/general/2013/11/1668-04-556647.jpg)

I think it is a very good idea to make the uvmap while you still have the low poly version of the object. Because it is way easier to make (and to see) the needed cuttings at the low poly version. And after the subdivision you only have to relax your uvmap to get the better result.

I hope this is helping. :)

Pete Paterson
22nd Nov 2013, 03:01 PM
I think this was one of luxology's [Foundry's] selling points when they introduced the addition of pixars psub workflow to modo, they suggested that the psub smoothing algorithm prevented/minimized the stretching that occurred with the ordinary subd method.

23rd Nov 2013, 05:20 AM
Exporting is important to me. If I can export everything properly from Modo to Cinema 4D and 3ds Max - then why not? I used to use Modo for modeling anyway...