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UV Unwrap a Simple Open Container
Posted: 17 October 2019 07:00 PM   [ Ignore ]  
Total Posts:  45
Joined  2017-11-07

Hello,

(Still) Trying to wrap my mind around UV unwrapping. I’ve created a simple object to practice on, and, in conjunction with a Cineversity tutorial demoing a similar object, I’ve hit something of a roadblock and am uncertain as to what the encountered error means.

When I try to relax my UV points for this open container, I get this message from Cinema, “Relax UV Error - UV-island has no proper boundary”

I’m at a loss as to what this means, even more so in that I was following along identically to that of the instructor in the mentioned tutorial. I’ve attached a Dropbox link to my project file if anyone cares to take a look and offer insights into where I’m going wrong.

Dropbox link: https://www.dropbox.com/s/3kxvjeo8br367e8/Container_UV.c4d?dl=0

Cinversity Tutorial: https://www.youtube.com/watch?v=ePPhLqrPvLg

Thank you in advance for your time.

~N

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Posted: 17 October 2019 08:14 PM   [ Ignore ]   [ # 1 ]  
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Hi helloimneil,

Have you done the little drill I gave you in August? Post #9
If not, you missed out. This is crucial! It needs to be done as often until the brain accepts the connection among all the parts.
https://www.cineversity.com/forums/viewthread/3551/#13850

I have used your file (except anything 3rd party, of course) and have set it up in BodyPaint3D’s Wizard and another version in the UV Editor. Each got a small screen capture.
https://www.amazon.com/clouddrive/share/XiiPpWSUEWyQ8ZA94gZqybODhyl3u38EBB20GrUIt9X

The Wizards require you to understand the four modes. Cubical, Angle, Realign, and Relax. Please check these out here:
https://help.maxon.net/us/#11565
I can’t describe them in a better way.

Is that helping?

Cheers

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

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Posted: 17 October 2019 10:18 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  45
Joined  2017-11-07

Hi Dr. Sassi,

It looks like I completely forgot/neglected to do the drill you mentioned. I just took a look at the included download link from that post and will be practicing with that now.

Thank you for including a screen capture of the process regarding my test object. One thing I’m curious about is during the BP Wizard setup, you set the min and max values as 512 and 4096, respectively. In many tutorials I’ve seen—not necessarily ones on Cineversity—the instructors generally set both of these fields to the same values. Could you explain why your values are different? Are tutorials I’ve watched elsewhere beginning the UV wizard process in error?

I will also take a look at the Maxon help doc concerning the Wizard and its four modes.

As always, thank you very much for your time and insights!

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Posted: 17 October 2019 11:46 PM   [ Ignore ]   [ # 3 ]  
Total Posts:  45
Joined  2017-11-07

I’ve watched the screen captures several times now, though I still feel quite puzzled.

On the plus side, your initial screen capture did aid in helping me understand how to get the UVs to be laid out in a more sensible way.

Though, the grid image texture I found does not transition smoothly across the corners of the box. I’ve been utilizing the same technique as what you presented in your captures—transforming the selected polygons while in UV polygons mode, however the result seems to be off.

Additionally, while I’m able to transform/scale the UVs semi-successfully, this results in the tiles of the grid to be squares on one side, but rectangular on another. Would the solution be to select the polygons of the side that is rectangular and transform them so that they’re constrained into squares like the other side?

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Posted: 18 October 2019 01:34 AM   [ Ignore ]   [ # 4 ]  
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Thanks for the reply, helloimneil.

To get a similar size, please have a look here:
https://help.maxon.net/us/#11657?anchor=REALIGN
Equalize Island Size

Yes, the little checker-box texture shows that very well. A reason why I use texture and not a shader.

During the screen-capture, I use the scale and non-uniform-scale to give this problem a little bit of space. Yes, the best UV is given when the texture is equally sized all over the surface (if nothing else is the target).
That it wraps very well around edges is undoubtedly preferable, but sometimes not doable, as everyone who wraps a gift with paper knows it.

To do UV work is as a creative challenge (tool and procedure wise) as any other part of the work. A good model will certainly support this work more than one with a sloppy mesh.

I might have said it many times, but think of UV work like finding for each polygon the right crop of an image; To frame it. All of that with the idea to have all frames combined like a puzzle. There are a lot of ways to do, but if the idea of the frame as a translator between the object surface and image area is not clearly understood, the tools will be most-likely used in a way that doesn’t work very well. Hence the little drill that I have used for a decade now with 100% success during hands-on classes. But often, I see a resistance to do that, as it looks so simple, and the idea of UV must be challenging. Well, its not, but it takes some time to get used to it. So, again, when you see me scaling things, or using elsewhere the move or ration tool, it is a demo of how things relate.

So, why not start with a simple cube, just six sides? Replace the box you had and use a cube. Use the Image in the background of the UV editor. (If UV polygons are difficult to see, use the image adjustments in the upper right corner.)
https://www.amazon.com/clouddrive/share/dehW5tSZp9Y8OZubA7jqJ679oyfObdtOi8GLVNC0yCC
More in detail: Snapping
https://www.amazon.com/clouddrive/share/y2vNv7mvUc9cXx2Hu1G4IZ6zz1kQtnwunLyYmSIgSZx
The idea is here to get comfortable with Select, Move, Rotate, Scale (manual or numerically), and snapping. These five seems to be the main parts of UV work that needs to be pure muscle memory. Often I heard, “I know that”, which I’m not primarily interested in, I want that this is muscle memory. Otherwise, these essential and straightforward operations take attention away. Let me rephrase, it is the difference between taking an image with a camera and drawing the scene. There are worlds between. These are simple things, but people want to do the complicated stuff, as that is the part the bugs them. Well, anything is complicated as long as the basics are not muscle memory. To do the simple stuff feels like wasting time, and missing time for the “real stuff”, well experience show otherwise. 

Well, I’m not clear what exactly you need to feel comfortable (or what you already use with ease), so I can show only what has worked so far.

The Basics, if not available, will act like black holes, continually taking energy out of the creative process.

Enjoy

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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.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 18 October 2019 01:12 PM   [ Ignore ]   [ # 5 ]  
Total Posts:  45
Joined  2017-11-07

Dr Sassi,

Thank you for this wonderful reply. I will be busy working through every Cineversity tutorial available on UV (un)wrapping until the concepts are cemented firmly in my mind/muscle memory (as you phrased it) is attained.

I will also be practicing on simpler objects, and utilizing your practice drill.

Thank you for your encouragement and insights!

~N

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Posted: 18 October 2019 03:55 PM   [ Ignore ]   [ # 6 ]  
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Thank you very much, helloimneil, you’re very welcome.

Keep always in mind that you will use this soon with ease. See yourself in that way.

Once you got it, you will enjoy getting perfect setups.

Let me know if there is any other question, I’m happy to look into it. (I will be offline this weekend +1, though)

Enjoy your weekend

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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.
https://www.youtube.com/user/DrSassiLA/playlists

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NEW: Cineversity [CV4]

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