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nkunleashed

Bevel without Destroying UV

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Hey gang, 

 

I have a bunch of square holes in a structure and I need to round the corners out. However, I already have a nice UV and texture set for this thing ("BevelChallenge.obj") and when I select the corner edges of the windows, and bevel with the Model > Bevel tool, it throws a bunch of triangles all over my UV map ("BevelChallenge_ThrashedUV.obj"). 

 

Any ideas on how I can do this without having to re-UV and re-texture this thing?

 

Thanks! 

BevelChallenge.obj BevelChallenge_ThrashedUV.obj

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No I'm afraid not. As soon as the point order changes, as it must when you add bevels, any existing UV mapping will break. This is why order of operation is so important in Cinema. Always finish modelling before you UV. 

 

Having said that, it is worth pointing out that as more and more modelling tools are migrated to the new core the amount of operations that do not break UVs increases. R21 has numerous improvements in this area.

 

CBR

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Open the wall in Blender, and perform the bevel there. It will not break the UV map.

 

Up to a point, of course. Depends on the complexity, but I tested with your wall object, and it works fine. You may have to clean up some things, though.

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After migration of Bevel tool that should be sorted out on C4D side too. Like Jay mentioned already, tools that are migrated right now tends to keep UVs untouched!


| MAXON Quality Assurance | 3D Artist | C4D Cafe Manager | Gamer in Heart/PS4 ID: SIgor420 |:compEnjoy:

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On a related note, I just needed to triangulate a mesh for a client I had already UV'd when it was quads. But because that tool is already migrated, it didn't break my UV map, which I was very pleased about...

 

For now, I still think it is best practice to try and get modelling completed first whenever you can. Perhaps when all the tools can preserve UVs in all circumstances, which is surely only a matter of time, we can drop that from general workflow advice :)

 

CBR 

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