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Activity Forums Maxon Cinema 4D changing mesh without screwing up texture

  • changing mesh without screwing up texture

    Posted by Donald Mitchell on June 21, 2011 at 1:12 pm

    I have a model of a carton, I applied a texture to it as a flat plane and generated UV co-ordinates. Then I folded it up to form the carton. The texture is perfect. Now I want to tweak the points at the corners of the carton to improve how the folds look. When I do though the texture distorts in those areas.

    I assume I’d need to tweak the UV points as well in bodypaint, but I’m pretty clueless about using it.

    Is there a way to make this work that’s simple, or can someone point me in the direction of a good UV tutorial that’s related to boxes or packaging and not creature or character design?

    Thanks for any help.

    Adam Trachtenberg replied 14 years, 10 months ago 3 Members · 3 Replies
  • 3 Replies
  • Adam Trachtenberg

    June 21, 2011 at 3:40 pm

    It is a UV mapping problem, as you surmised. Unfortunately there’s no quick fix for it. I don’t know of any tutorials specifically addressing packaging-type stuff, but principles for UV mapping characters apply to any type of UV mapping.

  • Blain Klitzke

    June 23, 2011 at 6:01 pm

    I am having a potentially similar problem. I am trying to separate wheels from a car mesh so that they can be animated. When I make changes to the mesh (ie: disconnect and delete polygons to isolate the wheels) the textures get fragged and funky: where there was once a smooth material, every polygon seems to be reflecting in different directions?

  • Adam Trachtenberg

    June 23, 2011 at 8:34 pm

    Yes, sounds like another UVW issue. Some modeling operations, like the knife tool, don’t mess up UVs. Others, like extrusions, do.

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