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Old 13-03-2010, 05:05 PM   #1 (permalink)
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Stretched poly help!

I need help i have no idea how to fix stretched polys, so all i get is some distorted image! any help would be much appreciated thx!
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Old 13-03-2010, 06:24 PM   #2 (permalink)
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Need a pic or it didn't happen-always wanted to say that.

But seriously, we need a pic to see what you are talking about, most likely it is something in your unwrapping-or lack of.
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Old 13-03-2010, 11:17 PM   #3 (permalink)
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so all i did was put the checker material onto my model, but i just need help figuring out how to get rid of all the stretching.
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Old 14-03-2010, 08:49 AM   #4 (permalink)
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Looks like your tiling for the material is messed up because the uvs look square in the editor. Even so such a simple object should only have about 3 to 4 islands tops otherwise texturing it is a pain. The tiling on the material that is highlighted is correct but I see no preview on it so it might not be the material that is applied.

Did you follow the uv tutorials in max?
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Old 14-03-2010, 11:40 AM   #5 (permalink)
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Looks to me like you just used the flatten option which is really bad most of the time. Its also the lazy way out. You need to go in there and cut & lay out your mesh for best results.
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Old 14-03-2010, 05:06 PM   #6 (permalink)
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I was looking at you modifier stack on the right & I see too many stuff on it for what you are doing,can you give us a screen of the stack to see better what modifier you have in place?
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Old 15-03-2010, 09:11 AM   #7 (permalink)
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Your modifier stack is a mess, collapse it. You're going to have to do that to run this fix, anyways:

If your model is scaled in world-coordinates unevenly, when you auto-unwrap it will scale the UVs like you have. I'm going to guess at some point this object was a cylinder and you scaled it up to get the correct length.

To fix this, go to the utilities panel (the hammer). Click the Reset XForm utility button, this will bring up some UI underneath.

NOTE: THIS WILL WIPE YOUR UNDO HISTORY WHEN YOU PUSH THIS BUTTON.

Press the Reset-Xforms button with your mesh selected. Then collapse the stack down.

Now when you use an auto-unwrap it will unwrap to proper scale, and you can begin stitching your mesh together.

I think (not sure) that stitch and other functions also behave oddly with uneven UV scaling. In general, scaling at object-level is a bad idea, and you should scale in sub-object level instead.
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Old 16-03-2010, 04:02 PM   #8 (permalink)
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Ah thanks so much! now i can finish those tutorials.
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