unwrapping and applying subdivide ... unwrapping having attach objects as one to unwrap

Discussion started by 512pixel

3ds max 2022

iam currnelt making several unwraps ... I ve had to orgnais the unwrap specicic groups .. The groups include parts to subdiv 1 time parts that dont need a subdiv ...this creating move uvw maps ..is there way to apply subdiv on unwrapped mesh not affecting the parts that dont need subdiv ...

the rerason this occured is when unwrappin i seem to have to attach parts of the car which not attached ,,fror example wing mirror attached to body ( i could unwrap ( seems have to attach objects together to unwrap them

if the explantion is to confusing im happy to show video demo on u tube .. ( yes this causing alot issues )

Answers

Posted over 1 year ago
1

Think I had an aneurism reading this. Use spellchecker, really do it. Even bad grammar is fine this is just unreadable.

- Why do you have parts of 1 mesh that need subdivision and others that don't?
- Why do you need to attach objects to unwrap them?
- Show us pictures/video its impossible to understand you at this point.

Posted over 1 year ago
-2

If I understand you correctly you need to detach the parts as elements....unwrap individually and then attach those parts back together (assuming that you want them to be in same uv tile) and then repack that tile back together. By the way if you subdived after a uv map your gonna be in a whole world of pain! As far as I'm aware you should always uv map after subdividing. Depending on you topology it can and usually does causes stretching and overlaps. You should head over and search for Arrimus 3d on the Youtube...the man is a fountain of knowledge for all things 3ds max!

3DCargo wrote
3DCargo
Your unwrap should not be affected by subdivision. This is not correct. As long as you build your low poly with correct edge loops this should not be an issue.
JimPlatt wrote
JimPlatt
As I said it depends on your topology!

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