Problem With High Poly Texturing

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User offline. Last seen 36 weeks 1 day ago.
Posts: 31

hi

i am facing a texturing problem searching help in this post

the situation is that i have a high poly model for some reasons i must texture it the same way it is now (no low poly) and the problem is i have a smooth circular hole in this object but after i apply texture the hole shows 5 sided (same as the way it is before mesh smooth) , my modeifiers applied to object are in this order from down to up editable poly-unwrap uvw-meshsmooth

here is a photo

i hope someone help and thanks in advance

User offline. Last seen 36 weeks 1 day ago.
Posts: 31

if someone has an answer pliz help me with it

User offline. Last seen 1 hour 29 min ago.
Posts: 1783

Can you post this up with wires? As well as your uv set and a picture of your modifier stack? 
I just need to see all of these elements to better troubleshoot why this is occurring.  

Thanks!

-Jeremy-

User offline. Last seen 36 weeks 1 day ago.
Posts: 31

thanks for ur reply jeremy
of course i can do!
here are the photos except diffuse map because i taught the problem is because of that and i removed it but i still have the UV

modifier.png non_smoothed_wire.png smooth_wire.png uvs.jpg
User offline. Last seen 36 weeks 1 day ago.
Posts: 31

i'm still waiting

pliz, it's neccesary for me

User offline. Last seen 1 day 4 hours ago.
Administrator
Posts: 4197

How are you getting the texture? Are you baking it?

If you are not using turbosmooth then the hole will always be the 5 sides cylinder that you see. Maybe increase the number of sides?

User offline. Last seen 36 weeks 1 day ago.
Posts: 31

hi metalliandy

actually i don't understnd you, sorry:|

i textured the UVs in photoshop also increasing the sides won't affect because i want it completly round like turbosmoothed

i am not going to create a low poly since i want it for close renders, is it totally a mistake to texture high poly?

 

User offline. Last seen 1 day 4 hours ago.
Administrator
Posts: 4197

If you are texturing from UV's that are from the un-turbosmooth  versions, then they will be wrong and show the error that you see.

You need to use UV's after turbosmooth is on. Smiling

User offline. Last seen 36 weeks 1 day ago.
Posts: 31

but it will take a year to unwrap a turbosmoothed model:(

there isn't any logical way to do it except the thing you said?

User offline. Last seen 1 day 4 hours ago.
Administrator
Posts: 4197

If the model is unwrapped before you turbosmooth, then there is no need to unwrap again Smiling

just export the UV's when the turbosmooth is on.

User offline. Last seen 36 weeks 1 day ago.
Posts: 31

i did the same but no result whatever thanks for your help both you and jeremy much appreciated

i solved it somehow i filled the hole in the UV with texture too 

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