Chaos Corona Forum
General Category => General CG Discussion => Topic started by: subpixelsk on 2017-07-07, 09:17:32
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I recently started to do retopology on my models especially when exporting from marvelous etc. Now I need to wrap geometry via skin wrap and I need to flatten base mesh to be able to morph it and then skin wrap the geometry onto it. I am using channel info but it somehow messes the geometry up and I don´t know why. Object is properly unwrapped
will be grateful for any help
(https://s9.postimg.org/d3xwcwt5b/image.jpg)
(https://s9.postimg.org/eke08slfz/image.jpg)
(https://s9.postimg.org/hsihlu7pr/image.jpg)
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I realized what´s the problem here - when unwrapped object is flattened, vertex order is different from the original object but I don´t know how to fix this..
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Interesting method.
I just tried this example http://www.cadforum.cz/cadforum_en/unfold-any-3d-mesh-into-2d-planar-form-tip8509 but I ended up with messed result in geometry.
It works correct for me only when I convert the object to editable mesh.
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Unfold is not very usable as I wanted to have the geometry unfolded along exact seams. I don´t know why but when using pelt mapping instead of peel, vertices order remains correct
Here is the result
(https://s9.postimg.org/3lifx6uof/Untitled-2.jpg)
Nevertheless thanks for your comment !
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Usually for unfolding mesh i use SlideKnit script - never failed so far.
https://forum.corona-renderer.com/index.php/topic,4908.msg58080.html#msg58080
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Wow thanks a lot, never heard of this before :)
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Can also try this one. http://www.scriptspot.com/3ds-max/scripts/uv-2-mesh
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Thank you guys