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[HELP] Flattening textures in 3dsmax from sketchup

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I'm trying to flatten a model's uv map before i render it to texture in 3dsmax. When i flatten it the faces are butchered into so many tiny pieces instead of being properly layered though that it ruins the model.

This is what happens to the faces after i flatten them:

eBzzk6k.png

Vs what's seen in a tutorial:

ezDki00.png

And this is what the diffuse render looks like after i'm done:

1yMY1BF.jpg

 

I should add the model im doing uses over 20 separate but small textures in sketchup and the model it's self is already bombed and only has one layer. Is it maybe my model has too many faces?

 

Also this is the tutorial i'm following:

 

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Never worked with Sketchup, but my guess is that faces are detached, and vertices not welded?

Also, what do you expect flattening circular arches? There are so many of them and this behavior is expected. Flattening is completely unusable for circular or sphere objects. You have to use either Unfold mapping or Normal mapping + Peel for them

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    4 hours ago, pauliaxz said:

    Never worked with Sketchup, but my guess is that faces are detached, and vertices not welded?

    Also, what do you expect flattening circular arches? There are so many of them and this behavior is expected. Flattening is completely unusable for circular or sphere objects. You have to use either Unfold mapping or Normal mapping + Peel for them

    I thought all the arches would be flattened ontop of one another 

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    Im just trying to bake all the textures into one and keep the uv map placement so i dont have to retexture so i can import this into CS already

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    Flatten mapping never puts anything on top of each other, it places each seam into the new place

    • Yes 1

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    On 3/14/2019 at 12:57 PM, pauliaxz said:

    Flatten mapping never puts anything on top of each other, it places each seam into the new place

    Its a problem on my end cause when i flatten i have so many separated faces and when i render to texture the textures are too low quality due to how small and separated each face is

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    I'm guessing that's just way too many faces to make a reasonable job of uv mapping. If that's a model from the 3d warehouse, it probably has too many triangles in general too. Best bet is to make your own model in sketchup to keep the faces simple and easier to work with while unwrapping 

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