How to cap poly a hole and preserve UV?

How to cap poly a hole and preserve UV?

Anonymous
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How to cap poly a hole and preserve UV?

Anonymous
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Hi to everyone, I have a serious problem with my model. I have used a 3d scanner to scan an object but it creates some "holes" in the mesh, probably we can not scan it better. Anyway, I am importing the mesh into 3ds max 2015 as an editable poly and this is what is happening (I am describing the attached printscreens in order).

A) I can see the mesh that has a hole (img 1) and when I render (img 2) I can see that this part is missing, as normal.

B) While in editing mode, (preserve UV is checked) I choose border (ignore backfacing) and then press cap poly and it creates a single polygon to close that part of the object  (img 3). While rendering (img 4) I can see that the new polygon has a strange image, obviously generated by the whole bitmap, not a small part of the texture.

C) This is the most strange part. When undoing the last moves the whole object generates some dark spots (img 5) and that spots are visible in the rendering output also.

D) Instead of cap poly I used collapse and as I can see when rendering (img 6) it is trying I think to blend or join or shrink the texture from the nearby polygons.

 

In conclusion, what is the best way to close that holes and preserve my UVs? Should I use step 1 cap poly and then unwrap that polygon to apply a different texture? Or use collapse and unwrap? And the difficult part is that the new polygon(s) are not a flat surface, they have to follow some curvature like the rset of the model. I know it's a mess, but really need some help here. thanks in advance.

 

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Richard.Vivanco
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Your mesh is very dense... i think best way is to use cut but you have to work a lot to complete the task.  Then you can apply a quadify modifier


Richard Vivanco V.
Arq. BIM Manager + Autodesk Certified Instructor
Website | Youtube | LinkedIn



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Message 3 of 6

Anonymous
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Thanks for that, it's a good way to create a simple mesh just to fill the holes. Thanks.

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Message 4 of 6

ekahennequet
Advisor
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Hi. You will still need to apply texture coordinates (Unwrap) to the capped holes. You can't "preserve UVs" if it never had any UVs assigned in the first place. Apply Unwrap, then select the capped area of the mesh in UV Poly mode and use the Quick Peel tool. Rescale the peeled UV cluster if necessary to match the resolution of the texture. You will have some seams around the capped edges. You can use the Viewport Canvas' paint tools to paint out the seams.

 

3ds Max 2011's Viewport Canvas - Tips and Tricks

http://area.autodesk.com/blogs/louis/3ds_max_2011_s_viewport_canvas_tips_and_tricks

 

As for capping holes on 3d scans such as yours, use Cap, then Subdivide modifier. Then Quadrify to clean up as Richard mentioned. Some manual clean up may be necessary. If you want to slightly alter the curve and smooth out the mesh, you can use Graphite Modeling's "Push/Pull" and "Relax/Soften" brushes found under Freeform tab's Paint Deform panel. Your object must be an Editable Poly for Graphite Modeling tools to become active. Although they're not as robust as Mudbox or ZBrush, Paint Deform tools are great for quickly deforming your mesh for light sculpting.

 

Paint Deform Panel

http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-CA6D812A-C92B-4037-8810-E0257C6B61AE....

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Message 5 of 6

Anonymous
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Hi, thanks for that tip. I have noticed that new coordinates should be applied for the new caps but never thought how to fix the edges. You helped me a lot with that paint instructions. Thanks.

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Message 6 of 6

Anonymous
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The Quad Cap plugin would come in handy for closing that hole with a clean result also.  Might wish to look into that plugin for the future.

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