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Author   Topic : "3ds Max - welding without screwing up mapping"
waylon
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Joined: 05 Jul 2000
Posts: 762
Location: Milwaukee, WI US

PostPosted: Mon Jun 18, 2001 10:20 am     Reply with quote
Hi. Does anyone know of a way to weld vertices in 3ds Max 4.x that doesn't screw up the UVW mapping coordinates? Thanks.
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Vgta
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Joined: 21 May 2001
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Location: Arlington, Texas

PostPosted: Mon Jun 18, 2001 10:30 am     Reply with quote
Weld before you map, other wise your co-ordinates well all messed up. Then apply a cylindrical UVW to the mesh, make sure that where that the meeting point on your gizmo is at the back of the head (well I am guessing you are making a head).
Then use texturizer or Unwrap to create a flat template of your mesh to make your textures.
They are both really good plug-ins and they are free.


You can find the plug-ins here

[ June 18, 2001: Message edited by: Vgta ]
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waylon
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Location: Milwaukee, WI US

PostPosted: Mon Jun 18, 2001 10:59 am     Reply with quote
Yeah, I'm already pretty decent at setting up mapping coordinates... The problem is, for the project I'm working on, we need a high-detail and a low-detail version of the same object. No matter what I do, I end up having to UVW-map the whole object twice (once for each version.) If I could find a plugin that would let me weld vertices without screwing up the coordinates, I could just model the full-detail version, then weld vertices until it meets the requirements of the low-detail version. But.. alas... I see nothing but tedious re-mapping in store for me.
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Jock McxSporran
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Joined: 08 Jun 2001
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PostPosted: Mon Jun 18, 2001 1:59 pm     Reply with quote
You are doing it the wrong way around IMO. It's much easier to add detail to a model than to optimise one to get the polycount down, but there's no way of preserving the UVW coordinates either way. Meshsmooth should respect them, but it's not always 100% reliable either.
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Frost
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Joined: 12 Jan 2000
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Location: Montr�al, Canada

PostPosted: Mon Jun 18, 2001 6:34 pm     Reply with quote
Use Multiresolution Mesh from Intel (urgh, machine optimization!), or weld the verts, then unwrap the UVs and weld the UV verts as well, olah! (I like doing that stuff too=)

PS: multires comes with Max4 in the modifiers list.

[ June 18, 2001: Message edited by: Frost ]
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waylon
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Location: Milwaukee, WI US

PostPosted: Tue Jun 19, 2001 9:22 am     Reply with quote
Thanks for the replies, everyone. Frost: Cool, I didn't realize they had added that multirez tool. I'll have to play with that.

And... well, I found a pretty good solution to my original problem. I got one of my co-workers to write me a maxscript which can weld vertices without screwing up the mapping. Except it doesn't work when the vertices are on a texture boundary. But hey, it's better than nothing.
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