From: Jay Muchhala To: watjep@mindspring.com ; muchhala@hotmail.com ; bvocal@mindspring.com ; john@snapjax.com Cc: adijeff@dial.pipex.com ; 3DSMAX@EngramDigital.com <3DSMAX@EngramDigital.com> Subject: Silly Putty (was "Color Mockup to Full Textures") Date: Friday, April 07, 2000 1:28 AM Peter -- That works great the way you described. But, as I mentioned before, it's a different workflow. I'm gonna call my proposed plug-in "Silly Putty". :) It doesn't sound like a horribly difficult thing to implement and I think it'd be extremely helpful. The idea would be to have a 'lock map to vertices' toggle in UVW Unwrap. In the non-locked mode you could move vertices around completely independantly of the mapped texture (This is how UVW Unwrap works now). In the locked mode the underlying texture would be updated accordingly ('Elastic-Reality' style -- like stretching silly putty). The icing on the cake would be the ability to export and import the silly-puttied texture (as a bmp/tga/tif/whatever) directly through UVW Unwrap. Any Plug-in developers up for the challenge? Later Jay >Actually UVW Unwrap is what you want, just edit the points where they are >to close by pulling them out. You can do this by turning on the soft >falloff in XYZ space selecting the edges verts and scaling them out. Then >just pump the new Texture Verts out througn one of the unwrap utils to >match to a bitmap. > > >At 07:16 PM 4/6/00 PDT, Jay Muchhala wrote: > >Bayard -- > > Nope. Check Unwrap UVW again -- it doesn't convert a texture between > >mapping types nor does it export bmps... > > > >>ah, well, they have. And it does not even cost more money! > >>Want to know why? > >>'cause it's built in..... > >>it is called 'unwrap uvw' > >>cheers, > >>bayard > >> > >>John Hamm wrote: > >> > >> > Interesting... I'd think somebody somewhere has come up with a >utility > >>to > >> > "unwrap object with textures" > >> > > >> > ----- Original Message ----- > >> > From: "Jay Muchhala" > >> > To: > >> > Cc: <3DSMAX@EngramDigital.com> > >> > Sent: Thursday, April 06, 2000 2:42 PM > >> > Subject: Further Explanation of "Color Mockup to Full Textures" idea > >> > > >> > > Adi (and anyone else who's interested)-- here's a better >explanation > >>of > >> > what > >> > > I was babbling about yesterday: > >> > > > >> > > OK so for this character I made I created a color character sketch >to > >>base > >> > > the modelling off. Then I flat-mapped the front and back color > >>sketches > >> > > onto the guy. Looks great except for stretching at the sides of >the > >>arms, > >> > > the ears, etc. So I wanna fix this. Now in Softimage if I remem > >> > correctly > >> > > there was a 'convert to UV mapping' option you could use to convert > >>any > >> > > mapping type to an explicit surface-based map. > >> > > So I'd like to do something like this in MAX. The idea being >that > >>I > >> > > could then take this flattened out converted map into an editor to >fix > >>up > >> > > the stretched areas now that there's more pixel space in these >areas. > >> > > Now a utility like Unwrap or Texporter will save the 'unwrapped' > >> > surface > >> > > of a model as a BMP (which you can then paint on) -- exactly what >I'm > >> > > talking about. EXCEPT that they'll only save the non-textured > >>surface. > >> > IE > >> > > just the material color; whereas I want to work off the model's > >>previously > >> > > placed textures. > >> > > Does that make sense? Are there any utilities out there that >will > >>do > >> > > this? > >> > > > >> > > Thanks > >> > > Jay ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com -- Subscribe/Unsubscribe at: http://mail.engram.net/guest/RemoteListSummary/3DSTUDIOMAX List courtesy of http://www.Engram.net