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User Guide
2006 by Geometric Informatics Inc
11/28/06
1. Installing GeoUV......................................................................................................................... 7
2. Introduction ................................................................................................................................. 7
2.1. What is Geo UV?.................................................................................................................. 7
2.2. Uniform Texture Mapping.................................................................................................... 8
2.3. Increased Continuity............................................................................................................. 9
3. A Little Theory .......................................................................................................................... 10
3.1. The Triangle or Quad Mesh Constraint.............................................................................. 10
3.2. The Manifold Constraint .................................................................................................... 11
4. 3dsMax Tools ............................................................................................................................ 13
4.1. Selection Modes Using the Edit Poly modifier or Editable Poly surface........................... 13
4.2. Viewing the Modifier Stack ............................................................................................... 16
4.3. Converting a Mesh to Triangles ......................................................................................... 19
4.4. Converting a Mesh to Quads .............................................................................................. 19
4.5. The Unwrap UVW Modifier .............................................................................................. 20
4.5.1. Normalizing Texture Coordinates ............................................................................... 21
4.6. Applying a Checkerboard Texture ..................................................................................... 21
4.7. Displaying Boundary Edges ............................................................................................... 23
5. Geo UV Tools............................................................................................................................ 24
5.1. Object Properties ................................................................................................................ 25
5.2. Slice (for Triangle Meshes) and Quad-Slice (for Quad Meshes) ....................................... 25
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5.3. Auto Slice (for Triangle Meshes) and Quad-Auto Slice (for Quad Meshes) ..................... 25
5.4. UV Coverage Area ............................................................................................................. 26
5.5. Mesh Loop Select ............................................................................................................... 26
5.5.1. Selecting Two Vertices................................................................................................ 26
5.5.2. Selecting Three Vertices.............................................................................................. 26
5.6. Get Bad Cover .................................................................................................................... 26
5.7. Geo UV Scale ..................................................................................................................... 27
5.8. Geo UV Layout .................................................................................................................. 27
5.9. Selection Sets...................................................................................................................... 27
6. The Process................................................................................................................................ 29
6.1. Manual Process................................................................................................................... 29
6.2. Automatic Process .............................................................................................................. 29
7. Separating the Mesh .................................................................................................................. 30
7.1. About Separating the Mesh ................................................................................................ 30
7.2. Manual Separation Using Geo UVs Mesh Loop Select .................................................... 32
8. Tutorials..................................................................................................................................... 37
8.1. Pipes ................................................................................................................................... 38
8.2. Automatically Mapping a Tree........................................................................................... 46
8.3. Manually Mapping a Tree .................................................................................................. 51
8.4. Automatically Mapping a Hand ......................................................................................... 70
8.5. Manually Mapping a Hand ................................................................................................. 70
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1. Installing GeoUV
Copy the GeoUV.dlm file to the plugin directory of 3ds Studio Max 9. It resides at
"Autodesk\3ds Max 9\plugins". A typical location might be:
C:\Program Files\Autodesk\3ds Max 9\plugins
Once the plug-in is copied into that directory, it loads automatically when starting 3ds Studio
Max 9.
2. Introduction
This chapter introduces you to:
How Geo UV creates a 2D plane from a 3D surface that may contain thousands of
faces.
How Geo UV provides better memory management than other texture mappers.
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Greater continuity means that painting with a patterned brush covers the surface completely
without breaks or cracks.
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3. A Little Theory
This chapter introduces you to:
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3dsMax does not permit a polygonal mesh to be non-manifold. If you attempt to load a
non-manifold polygonal mesh into 3dsMax it will automatically convert it to a manifold
polygonal mesh but the resulting mesh may not be what you want. It is therefore recommended
that you always load manifold meshes into 3dsMax. Geo UV requires a manifold mesh in order to
simplify processing and increase calculation performance.
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4. 3dsMax Tools
This chapter introduces you to:
Critical functions that are outlined in this section and are referred to throughout the
rest of this manual.
Please familiarize yourself with these commands before you begin working with Geo UV.
4.1. Selection Modes Using the Edit Poly modifier or Editable Poly surface
1. Use the Select Object cursor or select Edit Poly in the modifier list.
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2. Expand the Edit Poly modifier or Editable Poly object and select Edge" to go into edge
selection mode. Pressing CTRL + left mouse button will allow you to select or deselect edges.
Keeping CTRL key pressed allows you to select multiple edges. Note that if a texture is
applied to the object, it might be tricky to view the edges. To get around this problem right
click on the top left of the view (for example, at Perspective) and select Wireframe.
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3. Expand the Edit Poly modifier or Editable Poly object and select Polygon" to go into face
selection mode. Pressing CTRL + left mouse button will allow you to select or deselect faces.
Keeping CTRL key pressed allows you to select multiple faces.
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2.
To view the state of an object at a particular stage in the history, click on the modifier
in question. Ensure the Show End Result On/Off Toggle is not pressed (pressing
this button gives you the state of the object after all the modifications have been
applied).
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3.
To see how the object would appear if a modifier were not applied, switch off the
light bulb next to the modifier.
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3. Select the top right corner of the selection area and shrink the selection area by dragging
the mouse, so that all the UVs now appear within the default blue area.
2. Press the selector box marked M on the right of Diffuse and choose the Checker
texture.
3. Click the checkered blue cube (Show Map in Viewport) to ensure you can view the
texture in your scene when it is applied to the object.
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4. Drag the spherically mapped texture from the material editor onto the object in your scene
using the left mouse button. You should now see the texture on the object in your scene.
5. The default checker density is usually too coarse. To adjust it, change the Tiling
parameters for that texture in the Material Editor. The default is 1.0. Changing it to a
value such as 40.0 will increase the texture density.
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5. Geo UV Tools
This chapter introduces you to:
The Geo UV plug-in (accessible from the Modifier list) to access Geo UV.
The following selections: Object properties, UV Coverage Area, Auto Slice, Slice,
Auto Slice for Quads, Slice for Quads, Layout, Mesh Loop Select, Get Bad Cover,
Scale, and Selection Sets.
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Vertex Count
Edge Count
Face Count
Genus Number
Number of Boundaries
Number of Components (you can view these components in Edit Poly mode by selecting the
separate parts of the mesh under Sub-Object Element selection mode)
5.2. Slice (for Triangle Meshes) and Quad-Slice (for Quad Meshes)
A slice generates the mapping coordinates for the selected object. The object must have two
boundaries, existing or specified by selection edges. This command makes one pass over the
object that results in a single, rectangular UV segment.
5.3. Auto Slice (for Triangle Meshes) and Quad-Auto Slice (for Quad Meshes)
Auto slice automatically generates the mapping coordinates for the selected object. The object
must have one or two boundaries, existing or specified by selecting edges. This command makes
many passes over the object generating multiple rectangular UV segments.
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6. The Process
This chapter introduces you to:
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This chapter discusses this process and also explains how to separate a mesh manually.
Be careful not to move or modify any of the pieces if the results need to be transferred to the
original copy of the mesh.
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3. Add a GeoUV Modifier to the stack and select Geo UV Mesh Loop Select. The edges
are automatically selected. Because this selection opens the torus into a tube with open
ends, it can be processed with Geo UV Slice. However, the following steps illustrate how
to separate the torus into 2 distinct pieces.
4. Reselect the Edit Poly beneath the GeoUV modifier and go into vertex mode. Click
anywhere to deselect the 3 vertices you selected in (1). Use the left mouse button to select
another three vertices around the torus on the opposite side. Holding down the Ctrl key
keeps the edges selected.
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5. Add another Geo UV Modifier to the stack on top of the existing Geo UV Modifier.
Choose Geo UV
Mesh Loop Select within the top modifier. The edges are automatically
selected.
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6. There are two closed loops on opposite sides of the torus. Add an Edit Poly modifier to the
stack, and go into Edge Selection mode. Check both loops are highlighted. Select Edit
Edges Split. This breaks the torus into two pieces that can be selected and moved
independently. Highlight each piece by going into Edit Poly
Element and selecting
each half.
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8. Tutorials
This chapter introduces you to:
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8.1. Pipes
1. Open the example file pipe.max.
Figure 24 - pipe.max
2. Triangulate the pipe with a Turn To Poly modifier (see section 4.3. Converting a Mesh to
Triangles on page 19).
3. Add a GeoUV modifier to the modifier stack.
4. Select MaxScriptMaxScript listener from the main menu at the top, to ensure you can
view the calculation output.
5. Choose Geo UV Object properties. Geo UV reports that the pipe is an open surface
with 2 boundaries. Geo UV can process this mesh as it is.
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6. Choose Geo UV Slice. Processing begins and will take about a minute. Monitor the
output window for progress as calculations proceed. The message done computing will
appear.
7. To view the mapping, add an Unwrap UVW Modifier to the stack and select Edit within
the modifier panel (section 4.5. The Unwrap UVW Modeler on page 20). Geo UV creates
a mapping with a single, continuous, rectangular piece.
8. With the pipe object selected, reselect the Geo UV modifier and choose Geo UV UV
Coverage Area. Geo UV reports that about 8.88% of the UV plane is used. This
information is available through the MaxScript Listener. If no other objects share the same
texture image, this coverage is not acceptable. It looks like splitting the single piece into
three pieces allows arrangement into a square. The segment may be left as it is to
maximize continuity but it would require almost 9 times more memory to get the same
amount of detail.
9. Using the middle mouse button and middle mouse wheel, pan and zoom into the UV map
section at about a third of the way up the V axis.
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10. Select a row of UVs about a third of the way up. You can drag a rectangle around the
UVs to select them.
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11. From the Edit UVW toolbar, choose Select Convert Vertex to Edge.
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16. Normalize the map to use as much of the UV plane as possible as described in section
sub:Normalizing-Texture-Coordinates.
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17. With the pipe object selected, choose Geo UV UV Coverage Area. Geo UV reports
that about 75% of the UV plane is used. This is a much better use of UV space and allows
for much greater detail when painting.
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Figure 31 - tree.max
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2. Triangulate or quad the tree (see section 4.3. Converting a Mesh to Triangles on page 19)
to satisfy the mesh constraint. You can do this by adding a Turn to Poly modifier to the
stack.
3. Add a Geo UV modifier to the stack and choose Geo UV Object properties. Geo UV
reports that the tree is a closed surface with 0 boundaries. Geo UV cannot process this
mesh as it is. The end of the mesh must be indicated by selecting the edges.
4. In Editable Poly Edge mode, select 2 connected edges in a straight line at the base of
the tree. Remember you might find it easier to do this with the mesh in wireframe mode
(see page 14 for more information on this mode).
Figure 32 - Tree (Select 2 Connected Edges in a Straight Line at the Base of the Tree)
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5. Choose Geo UV Auto Slice. Processing begins and takes about 30 seconds. Monitor the
output window for progress as calculations proceed. The message done computing
appears.
6. Apply a checkerboard pattern to the tree with repeat values of 40 (see section 4.6.
Applying a Checkerboard Texture on page 21).
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7. Add a Unwrap UVW Modifier. In the UVW Edit window, break the long piece a little
above the halfway point using the techniques in the Pipe Tutorial.
8. Add another Geo UV Modifier to the stack, and choose Geo UV Geo UV Layout.
9. Add another UVW Modifier. Normalize the UV map to get the final result.
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10. Choose Geo UV UV Coverage Area to see that the coverage area to about 88%.
Figure 35 - tree.max
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2. Triangulate or quad the tree (see section 4.3. Converting a Mesh to Triangles on page 19)
to satisfy the mesh constraint. You can do this by adding a Turn to Poly modifier to the
stack.
3. Add a Geo UV modifier to the stack and choose Geo UV Object properties. Geo UV
reports that the tree is a closed surface with 0 boundaries. Geo UV cannot process this
mesh as it is. The mesh ends must be indicated by selecting edges.
4. In Editable Poly Edge mode, select two connected edges in a straight line at the base of
the tree.
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5. Use the alt+middle mouse button to rotate around the tree to the top end. Ctrl-Select 2
connected edges in a straight line at the top of the tree. Four edges are selected all together.
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6. Choose Geo UV Slice. Processing begins and takes about 30 seconds. Monitor the
output window for progress as calculations proceed. The message done computing
appears.
7. Apply a checkerboard pattern to the tree with repeat values of 40 (see 4.6. Applying a
Checkerboard Texture on page 21).
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8. This option provides a nice uniform mapping down the trunk between the selected sets of
edges. Branches attached to the trunk are not mapped very well. To fix this, reselect the
Editable Poly modifier, ensure Show end result on/off toggle is pressed, and change the
selection mode to Polygon and select a group of faces that look nice.
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9. Geo UV examines the mappings of the selected faces and automatically selects faces that
are much worse. With the nice faces selected, add another GeoUV Modifier to the top of
the stack. Within this modifier, choose Geo UV Get Bad Cover and Geo UV
automatically selects the branches.
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10. Add another Edit Poly modifier to the stack. Expand it and select Element. Select
Detach within the Edit Geometry category of the modifier to break the branches off into
a separate object. Note that the branches, though separated from the trunk, are still part of
one object; so to separate the branches into their own objects, select the branches object,
and sub-select Element in the Edit Poly modifier. You can now select each branch with
the left mouse button. Select each branch, and then Detach again. You can now create
a separate object for each branch.
11. Each branch now looks like a miniature tree. The base of each branch is open so there is
no need to select these edges. Only edges on the tips of the branches need to be selected.
Start with the branch closest to the base of the entire tree.
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12. In Editable Poly (edge mode), select two edges at the tip of the branch.
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13. Add a GeoUV Modifier, and choose Geo UV Slice. Processing is quick. The message
done computing appears.
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14. Go back to Editable Poly->Polygon mode (ensure Show end result on/off toggle is
pressed) and select some nice looking faces.
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15. Add another GeoUV Modifier to the stack. Choose Geo UV Get Bad Cover and Geo
UV automatically selects the sub-branches.
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17. Repeat steps 12-13 for each object that has no sub-branches. Repeat steps 12-16 for each
object that has sub-branches. Do not worry about the relative density of the sub-branches.
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18. Switch to object selection mode (you can do this either by selecting the Object Select
cursor, or by selecting Edit Poly) and select the central part of the tree.
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19. In Edit Poly, go to the Edit GeometryAttach options box. Select all the objects and
then click Attach.
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20. In the same Edit Poly modifier, subselect Vertex. Use CTRL+A to select all the
vertices. Select Edit Vertices Weld to merge the duplicate vertices.
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21. With the tree object selected, add another GeoUV modifier and choose Geo UV Geo
UV Scale from the main menu. Notice that the mapping is more uniform on the model.
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22. Add an Unwrap UVW Modifier, select Edit. Observe that the shells are overlapping
each other.
23. Add another GeoUV Modifier, and select Geo UV Geo UV Layout to lay the shells
out into an approximate square.
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24. Break the long piece a little above the halfway point using the techniques in the Pipe
Tutorial. Add another GeoUV modifier and choose Geo UV Geo UV Layout.
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25. Add another Unwrap UVW Modifier, and normalize the UV map to get the final result.
26. Geo UV UV Coverage Area will reveal the coverage area as approximately 76%.
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4. In Editable Poly->Edge mode, select edges around the thumb. Make a loop with the
intention of separating the thumb from the palm. Keep in mind that only one edge of each
triangle or quad should be selected.
5. In Editable Poly->Edge mode choose Edit Edges Split.
6. In Editable Poly->Element mode, select the thumb and then choose Edit Geometry
Detach. The thumb is now a separate object from the rest of the hand.
7. Make a similar loop of selected edges around each finger. Make sure that only one edge of
each triangle or quad is selected. When selecting the edges, around the index finger,
choose the edge that the thumb shares. Do this as you make each finger into its own object,
ensuring a continuous open boundary is created where the fingers and the palm meet. Each
finger, the thumb and the palm should be separate objects.
8. Reselect the thumb in Object Select mode. In Editable Poly->Edge mode, select two
edges at the end of the thumb.
9.
10. Repeat steps 9 and 10 for each finger. At this point, each of the six separate objects are
recognized as cylinders and ready for Geo UV to process.
11. In Object Select mode, select the palm (largest part) of the hand.
12. In Edit Poly, go to the Edit Geometry->Attach options box. Select all the other objects
in the list and then click Attach.
13. Drag the checkerboard pattern from the Materials Editor onto the hand using the left
mouse button. Apply a Tiling UV value of 40, (see section 4.6. Applying a Checkerboard
Texture on page 21).
14. In Edit Poly->Vertex mode, use CTRL+A to select all the vertices. Select Edit
Vertices Weld to merge the duplicate vertices.
15. Add a GeoUV Modifier and apply Geo UV Scale.
16. Add a GeoUV Modifier and apply Geo UV Layout.
17. In the Unwrap UVW Modifier, normalize the UVs.
18. Geo UV UV Coverage Area should reveal a 75% coverage.
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