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3 Dimensional Chat / Converting object to 3ds in 3dsmax splits mesh

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MoonSon
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Joined: 25th Feb 2003
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Posted: 8th Dec 2003 16:06
I made a sphere and then ticked generate mapping coords. I then exported as a 3ds file, but when i import the object into 3dmax I can see the mesh has been split on 1 half. You can see it because it messes with the way the lighting hits it.

To fix this i have to weld the vertices together, but this is no solution when you want to use it in DB.

So does anyone know what i can do to stop this split from happening?
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 8th Dec 2003 17:43
It might be the UV mapping that's causing the split, so you probably can't prevent it because the edge of the UV data is causing the split (Each vert in a mesh holds the UV data, so if a vert is needed for each side of a UV map it needs to be split in 2) - you could try sphere mapping the mesh, but I suppose it depends on what you want to do with it.

If you imagine your sphere is an orange, and your texture is a piece of paper, lets say with a map of the earth on it. You can wrap your orange in the paper to make a model of earth - but it will always have an edge down the middle where the paper meets - meaning it will never be a complete shape - the same is true of your sphere to some extent. I'm not sure if there is a mapping method that can fix it - they all tend to have seam(s) in some fashion or other.

In DBPro, you can set the smoothing manually to hide object defects though, SET OBJECT SMOOTHING Obj,100 should do the trick.


Van-B


I laugh in the face of fate!
MoonSon
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Posted: 9th Dec 2003 15:18
Damn not good. I dont have DBpro either. Would a different 3d exporter have a fix for this or is this going to happen no matter what?
Van B
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Posted: 9th Dec 2003 15:25
Well, don't panic until you see it in DB, once you get the object lighting properties set etc - you might not notice the defects. If you create a sphere in DB, it has a seam - but I destinctly remember them not being there on a pool ball model I made (why would anyone model a sphere!) - I wanted a decent polycount and a smooth mesh, so I made a geosphere at 200 polys in Max, It was plain mapped, so it did'nt have the seam. Perhaps you could plain map your sphere instead - the seam will be visible mostly on Sphere mapped objects.


Van-B


I laugh in the face of fate!
sybixsus
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Posted: 11th Dec 2003 15:47
Don't use the 3ds format, it's out of date, and it's probably the reason for the split. Export to .x instead and see if that fixes the problem.
Van B
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Posted: 11th Dec 2003 16:39
The .3DS format is about the safest option, most modelling packages support it - a helluva lot more packages support .3DS than .X.

I always use .3DS then convert the .X using CharacterFX for animated, or DBConv from DBClassic.

The seam is actually the edge of the UV map, not the mesh as such - there's no avoiding it with any type of file - but it might completely disapear when the object is loaded into DB and lit properly.


Van-B


I laugh in the face of fate!
james1980
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Joined: 18th Sep 2002
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Posted: 13th Dec 2003 03:46
pretend the .3ds format don't exist it's completey useless.

Nintendo will rule again.
soon very soon.

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