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UV unwrap before and after object editable
Posted: 27 August 2019 01:17 PM   [ Ignore ]  
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Hi,

This problem happened so many times but my laziness, not discussed but today… I am sure it will be solved.

Before object editable, did unwrap and its perfect.
After Hypernurb editable…. relax uv… polygon goes to unknown directions, no idea how to get perfect unwrap.
- Tried pin point section… does not work.
- Tried pin border points, its ok but but still getting fall of the texture (marked in green).

so… how to get perfect unwrap after editable….?

Here are screen shots and c4d file.
https://www.dropbox.com/sh/ftzros8rywwbcd1/AABRkNH-HhvOyFyxZR61MnJqa?dl=0


Thanks.
...

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Posted: 27 August 2019 02:28 PM   [ Ignore ]   [ # 1 ]  
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Hi iacdxb,

Thanks for the project file and the images.

Every model is different, I’m not aware of a “one-size-fits-all” setting.

The options in the Subdivision Surface [SDS] have massively increased.
Please set your SDS in the file to the settings of this screenshot:
https://www.amazon.com/clouddrive/share/0yoq9eehhel10wp03ckFnPk2cCEFVe23udR9pxt2FK

Then, while the SDS is selected, use the Object Manager> Objects> Current State to Object.

Set the SDS to Invisible. How is the new object doing, in terms of quality?

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 27 August 2019 03:08 PM   [ Ignore ]   [ # 2 ]  
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Thanks for that.
I tired All settings of SDS… but not getting properly.
See this…. now fall of is gone but other side some stretch and condensed appears. Attached.

SDS 2x2, and current stage to object. If I do Relax UV again…. wow… polygon goes other side of the world.

https://www.dropbox.com/s/vdncphva0kdciyw/Screen Shot 2019-08-28 at 10.59.34 AM.png?dl=0

Any other way…?

...

p.s.
I think jpg preview still not fixed from your side.

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Posted: 28 August 2019 02:31 AM   [ Ignore ]   [ # 3 ]  
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Hi iacdxb,

Please have a look at this file and the screen capture.

Certain areas in your file can’t be fixed with any of the available settings. The quad polygons in your model are describing a trapezoid UV polygons in UV. At the moment I set this, I can’t reproduce the problem anymore.
BTW, I never use shaders to check the UV data. I always use my little color-checker-texture.

Typically I would select the UV points and use the Line-Up UV [Points] tool. In this case, I found it easier and faster to correct each line with the UV-Transform command. I set the scale to zero for the want direction. In this way, the vertical and later the horizontal straightening was possible.
The Line-Up UV tool works fine in one direction, but then, later on, might move things, as it is supposed to find the straight line not parallel to x or y (U or V of course), so lines could end up all over the place. With the scale that problem did not even occur.

Screen capture and scene file
https://www.amazon.com/clouddrive/share/neDtr5JVsOiO0JJN26rvqRt5tPewJ8Sy5BX5axNcdGq

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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Posted: 28 August 2019 06:18 AM   [ Ignore ]   [ # 4 ]  
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P.S.:

For models like this, there is an option called Peeler.
https://help.maxon.net/us/#XUVPEELERTOOL

Here is a demo screencast, and the scene file. I used again only the problematic part of the model.
https://www.amazon.com/clouddrive/share/4m9R2R7jjHivUTvmNPcAMK35KjadLVaVg9DX3mpS9RS
Note that I leave all sliders on default in this case. Which means, it kind of just repairs the mesh in this case (… it is not a universal aid for all problems!)
It is kind of limited, but super powerful if the model is cylindrical (or in a variation of it).


Here is your file back, the full object:
https://www.amazon.com/clouddrive/share/MQB3dQJ8Mb8FeuyGEQ0MnvxrzWTOZW8uIMdV6bujvwB
Screenshot:
https://www.amazon.com/clouddrive/share/ytTtodxqGuV3gjO67qKfRRedtoQecg5gC3HEaiznwl6

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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Posted: 29 August 2019 02:10 AM   [ Ignore ]   [ # 5 ]  
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Thanks Dr. Sassi.
Sorry for late, some region timing issue and I sleep early. Today is weekend and still in front of system.
I was searching file that was giving problem few months back but not found that, I thought… left in office… but still searching.

Low mesh unwrap works fine any shape but when object changes to high mesh, relax UV then some time it goes crazy. Before make hypernurbs editable… any setting in that that will not uv unwrap crazy…?

Is there any relax more option, its just one relax click and done. in 3D max, relax more and more and more till the polygon opens and square properly.

Thanks.

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Posted: 29 August 2019 02:39 AM   [ Ignore ]   [ # 6 ]  
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Hi iacdxb,

I certainly understand your wish to clear that subject once and forever. This is certainly something that I love to support. However:
If I had the secret to solve all cases with a short procedural, I would like to share it. Seriously.

It seems you haven’t read the last few posts in this thread. Let me try again: We don’t have a one-trick Button process that solves it for all cases.

You are repeatedly asking about this. My only answer would be, use the Tutorials Suggestion Forum. To cover all possible problems and the solution of such will be a massively large series. It should contain first all tools possible. Then discuss common issues and share all tricks a seasoned production artist will apply to such. There should be an emphasis on problem prevention, to begin with.

UV work has a wide variety, from super simple to more complex. It has undoubtedly a great deal of workflow quality in it. A workflow that prevents problems from the start, not just solves then later on. In a nutshell, an original production series.
https://www.cineversity.com/forums/viewforum/96/

The example that you have shared had flaws in it (if the texture flow was the target), as shown in the screen capture. If these flaws were repaired, things worked nicely. The application doesn’t know what is deliberate nor what is a problem.
In this way, any solution is an individual approach to fix it. Like in your example file, the Peeler will repair the mesh. As mentioned before, the Peeler is limited, will say, if just applied to a not fitting case it might make it worse.

Relaxing will help to get a more evenly distributed mesh, especially for any organic objects, but with any geometrically based purpose, I would go as far as to say, you make it worse with it. I would not even give it a shot in this case at all, perhaps just to be certain that it isn’t the way to go to begin with.

Use a texture with clear, readable information, a Checkerboard is the least option I would use for UV mesh evaluation. Compare the screen capture with your file, and you can see that the checkerboard doesn’t unveil the problem you had in your file. If you apply then an SDS to it, it will show up more pronounced.

SDS pull on the mesh, and each mesh is unique. This means what the SDS does needs to be understood. In this way, each solution (if there is one, often the problem needs to be solved earlier) needs to be chosen wisely. Again: There is no “one size fits all” idea, or in other words, there is no magic trick to heal all the problems a mesh has, and make it just lovely.

The model needs to be created from the start with it in mind, to get a good base to work with.
I have recreated your model conceptually, and have a look how well it uses the ‘Current State to Object’ process.
Project file
https://www.amazon.com/clouddrive/share/qU3mB0dTzpxGL4DGoEmVs4TYOyc1aKgFdIStAS2OfLY

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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