How to cap poly a hole and preserve UV?

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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.