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Post by Vlad on Nov 30, 2017 0:23:00 GMT
Hello, Rectangularize poly seems not working as I expect. Maybe I'm doing something wrong. Here is a unfolded mesh, with optimize applied: And here is after Rectangularize applied: As you can see, it gives me this strange stretching on the bottom. Same principal applied in modo UV layout gives perfectly even rectangles: Any ideas about what I'm doing wrong?
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Post by joshpurple on Nov 30, 2017 0:50:15 GMT
Hi Vlad ! I have no idea if it makes a difference, but, my first guess would be ...maybe something with the normals? How are the normals setup on it? Can you change them, and test to see if that has an effect? Wish I could help more ! Maybe scale? (if you try changing it, does it have an effect, etc. ? )
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Post by eric on Nov 30, 2017 2:39:04 GMT
You could also try constraining the edges and running optimize maybe?
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Post by Vlad on Nov 30, 2017 7:09:18 GMT
Hey guys, thanks a lot, I'll try to check your suggestions tonight. Most likely it had some bad vertex normals map with it or scale screwed up somehow. I'll let you know.
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Post by Vlad on Nov 30, 2017 22:21:58 GMT
Bad news. I've deleted all surface normal or vertex normal maps, checked the scaling and it still rectangularize unevenly.
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Post by joshpurple on Dec 1, 2017 0:03:17 GMT
Good work on continuing to problem solve Vlad . Would you mind posting / sharing the file(s)? Maybe save out in a couple of different file formats, etc. Glad to take a look at the file & pass along the results I get .
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Post by Vlad on Dec 1, 2017 7:03:12 GMT
Thanks Josh, i'll share it tonight if I won't have too much wine :-).
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Post by Vlad on Dec 1, 2017 22:51:10 GMT
Hey guys, could you please try to make a rectangle out of similar mesh? Strange enough it stretches one poly unevenly, don't know why. Doing the same procedure in modo and it gives me even uv: Any ideas?
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Post by Vlad on Dec 1, 2017 22:52:50 GMT
P.S. I've packed it with auto fit, still same problem:
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Post by joshpurple on Dec 2, 2017 2:22:53 GMT
Glad to give it a try . With the Modo mesh, uv's, etc., -do images (ie; various UV checker maps) appear perfect / un-stretched when applied?
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Post by Vlad on Dec 2, 2017 14:33:15 GMT
Here you go: and modo:
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Post by joshpurple on Dec 3, 2017 5:22:10 GMT
Thank You Vlad . I've just run some very simple, default settings testing on it. Using a fresh install on Windows 7, with the latest version of Unfold3d; To sum up; Started in 3ds Max, made the cone mesh, put an Unwrap UVW modifier on it, exported it as an obj, then loaded the obj into Unfold3d, and ran auto select, then cut seams, Unfold + Optimize, and last ran rectangularize polygons vertical. Result (again, very basic, going for most default settings & attempting to show the default results); Here are screen shots of the process for more specific details; Starting in 3ds Max 2018, default cone > edit poly > UnwrapUVW modifier, orthographic views in UV editor (in Max); And with the UV Checker Map; Export settings for exporting the cone as an obj; Import into Unfold3d, default settings, etc.; Ran Auto Select, Hierarchical Pelt Tool > Cut Seams > Unfold > Optimize, all default settings, etc. ; Then > rectangularize polygons vertical; And here are all of the source files for use & reference in a zip file ; www.zipshare.com/download/e2FyY2hpdmVJZDoxMzc2M2Q4MC0xMTQ1LTRiYzgtODQxMC1hNmRiZjQwMWEyNzZ9(hope that works for downloading the zip file, -first time using 'zipshare' with WinZip . If it doesn't work, let me know, & I'll be sure to post a working download link) A lot more could be done in Unfold3d, but for a fast & simple first test, this seemed to work for me / returned good results. I'm guessing to get perfect results, with a rectangular UV map, there is a point of diminishing returns on the results? I hope my testing / sharing results might help . Glad to get your feedback Vlad, all feedback from anyone is welcome!
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Post by Vlad on Dec 3, 2017 10:04:05 GMT
I think I found why it caused me problems. I took your mesh, Josh, and unfolded it than applied rectangularize and it worked as well as in your screenshots. However, when I've lowered amount of segments and deleted all vertical loops (In gamedev we still try to avoid unecessary geo) and than repeated the whole procedure again. Unfortunately, I've got the same problem as before but this time with you mesh. Thanks for your feedback guys, it's very nice of you. Cheers.
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Post by ChrisGFX on Dec 3, 2017 16:10:12 GMT
hmmm ... I'm not sure about the rectangle mapping because you get texture distortions at the top.
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Post by joshpurple on Dec 3, 2017 16:39:38 GMT
Glad to try and help ! And great to know the download link worked for you (although it will expire in 8 days... found out that's what WinZip share does by default). Great work / problem solving. Without knowing exactly why, that seems to make sense to me; reducing the geometry (number of verts, etc.) = less 'math choices' for the uvs to be perfectly flat / square , etc.? But, I completely defer to Remi and other developers who understand this much better than I (I've never complied and algorithm before ). Happy to try any additional tests, etc. anytime, and Thank you again Vlad !
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