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Using conform on a plane created from sculptmap import

Post

Aztral - Guest

4:23 pm - Jan 2, 2008

1

Heyaz.

 

First, thx for a great tool. I have had some success using it to make sculpt maps for simple shapes. (Complex shapes often fail, but i could be asking too much of the tool).

Anyway, I’ve been racking my brain on this lately…I’d like to break up complex objects into a number of planes, then use the tool to create the sculpmaps. I’m using a process which I think should works, but it’s failing (tool is producing incorrect tga).

 

Here’s what I’m doing…

First, I created a generic flat plane and use sculptgenmax to create the sculptmap file, then paste the sculptmap back into scene as a plane. (this part working..it creates the plane). I can also use the tool to recreate a sculptmap back from this created plane.

Next I’m trying to use 3ds "Conform" object to conform the created plane to another object (which has been detached from the main object ). This part also kinda works…I have to move some of vertices, but otherwise works.

 Since this process hasn’t added (or deleted) vertices from the plane pasted in from Sculptgenmax (the verts have just been moved), seems to me I should be able to generate a scupltmap again from this but it not working. It does create a scupltmap, but not even close to what it should. In fact, this same scupltmap gets produced quite often when trying to use tool on complicated objects.

 I thought that this process might work…but no. Is there should be doing to plane before/after the conform?

 

Any help would be appreciated.

 

Thx!

~Az 

Shack Dougall - Admin

3:20 am - Jan 3, 2008

posts 300

2

Aztral said:

Here’s what I’m doing…

First, I created a generic flat plane and use sculptgenmax to create the sculptmap file, then paste the sculptmap back into scene as a plane.

Next I’m trying to use 3ds "Conform" object to conform the created plane to another object (which has been detached from the main object ). 

 Since this process hasn’t added (or deleted) vertices from the plane pasted in from Sculptgenmax (the verts have just been moved), seems to me I should be able to generate a scupltmap again from this but it not working.

Thx!

~Az 


This workflow should work, but it might need some handholding.

I need to play with it to be sure, but my best guess is that the conform is messing with the UV map.  To see if this is the problem, apply an "Unwrap UVW map" modifier after the conform and look at the UV map (see the FAQ for more info).  If I’m right, then the UV map is no longer a grid after conform.

1.0rc2 is more forgiving than previous versions with regard to UV maps, but it’s not perfect, and it sacrifices detail to accomplish this.  You will always get a superior result if you have a perfect grid UV map.

So, how to solve this?  If the UV map is the problem, then you need to prevent 3ds Max from changing it.  I encountered a similar problem when working with NURBS and developed a workaround that involves saving the UV map, re-loading it on a different channel, and then generating the sculptmap from the reloaded channel.  See the FAQ about NURBS for more detailed instructions on how to do this.

Let me know what you find and I’ll play with it myself as soon as I can.  It’s important to me to find a way to make this work, since it’s potentially such a powerful technique.

–Shack 

Mental Raymaker - Guest

2:07 pm - Feb 9, 2008

3

dear Shack,

how about turning on "prevent reflattening" in a unwrap uvw? That should stop the UVW map from being altered by any modifiers on top?
Also i do not recomend useing conform for creating sculpties. In the end you need to place your verts by hand anyway. i recomend placeing every vert by hand useing snap to surface or or snap to vert. this way you have controll about where to use more or less verts. Conform can help but is not very usefull. A good way to model sculpties is the use of ffd modifiers or turning on softselection. I also find relax very usefull.

kisses

mental raymaker 

  



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