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UVW Unwrap on imported model as STL file in 3dsmax


rafaellopez
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Thanks Tom

 

I do not have Polytrans, without a doubt I am sure Polytrans will convert properly. The stl file render very clean, on the interior of the model there is some artifacting or something strange, but the outside is great.

 

All I am trying to do the the Unwrap to map it to the model, but it is very tessalated and i guess that might be the problem. On the Unwrap dialog window when I flatten the same it breakup into a ton of faces.

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Sometimes you can weld all of the verts and quadrify the mesh under the graphite poly tools. This helps a little when dealing with engineering models. You also probably will have to specify all of your own seams, especially if you need to peltmap it.

 

But for the most part, they are really hard to unwrap. What do you need to unwrap it for? If we know the use for the unwrap, maybe we can orient you in a little clearer direction.

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Hello Scott

 

I have tried to weld the vertices and it has not worked. I too tried to quadrify the model, changing the topology to see if it would work. Bit it did not.The reason for the unwrap is to prepare a map for the entire model, export out as a obj file, and then import as a 3d model in After Effects with the 3D element plugin.

 

https://www.videocopilot.net/products/element/

 

Check it out.

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You may be able to get by with just a normal UVW box map. It all depends on the texture you want to apply in element. If it is just one texture, like a stainless steel or a solid color then you really do not need the full UVW unwrap. Solid colors and uniform textures can work on a dirty and overlapping UVW map. You could also attempt at letting Max unwrap the mesh. It's not always the prettiest result, but if you are not painting custom textures, it may just to the trick. Give yourself a padding value of at least 4-5 pixels though.

 

Welding and Quadrify will get you only so far, you still may have to do some manual clean up of your mesh. You'll also need to make sure you are manually putting in your UVW seams so the editor knows where to split the mesh.

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