View Full Version : Holes in UV maps.

06-30-2009, 08:23 AM

Im using the Surface baking camera to create UV maps, but keep getting gaps in my UV maps.


The uv maps are being created with the plg make uv and uv edit tools as recommended in a previous thread, they are made by selecting edge faces to be seams and then making the mesh.

Originally I figured it was due to normals being placed the wrong way, but it was not. I then guessed it was due to the UV being too bunched up, however they are fairly clean.



Yes on the lower image they is some bunching, but this isnt where the problem is...

The original texture on the object is perfect, i.e. there are no holes and such.

The holes in question aren't the same size as the polygons in the UV mesh, they always tend to appear around the "handle" of the pots. The scene in which they are being rendered in is empty apart from the pot being rendered, its being done with only the ambient light.

Anyone have any clues?


Rich Potter

Nicolas Jordan
06-30-2009, 10:12 AM
You may want to try running the "triple" command to triangulate your geometry and see if that fixes it. It might be a good idea to save off a separate copy of your object to try this.

06-30-2009, 01:47 PM
Any chance you could upload the object and scene for analysis?
I bet it's something simple, just can't think right now.
Or could you post a picture with just a solid color made from your surface baking camera and applied to the object as an image map? Or post a screenshot of your SB camera settings?
I've never seen this happen before. Need more info.

Barring that, I think what Nicolas Jordan is getting at is that what you're seeing might be artifacts caused by non-planar polys. If tripling them eliminates the problem that's what it is - render errors, not holes.
And you could use the image map generated by the tripled object on your original quad object - but it could still cause render errors of course. Possibly some UV errors around the seams too.

06-30-2009, 01:53 PM
Tripling solves it!! thank you an absolute bundle Nicolas Jordam and IMI for the previous thread too :)

I think you were right, those were they areas which were kinda curved a bit for the handle and where the handle attatched etc so probably were non planar polys.

I think im going to write this all up into an begginners/idiots guide to UV mapping with Lightwave, for people like myself who cant follow all the technical jibba jabba thats in most of the other guides ive seen.

Thanks again!

06-30-2009, 02:04 PM
Glad to hear it worked. :)

UV mapping isn't so bad, just kinda tedious at times. Wait until you start doing some more complex objects, then the fun really kicks in. ;)
And the SB camera takes some getting used to. It's great for baking complex procedurals and lighting, but I personally prefer painting in 3D most of the time, for simple textures.

But if you really get into it, and don't mind spending some money, Headus UVLayout (http://www.uvlayout.com/) is the shiznik. It's a standalone app with a very unusual interface, but simply amazing in all it can do.

08-19-2009, 05:55 AM
But if you really get into it, and don't mind spending some money, Headus UVLayout (http://www.uvlayout.com/) is the shiznik. It's a standalone app with a very unusual interface, but simply amazing in all it can do.

It doesnt have REDO function AHAHAHAHAHAHA ;D But looks great

08-19-2009, 10:12 AM
It doesnt have REDO function AHAHAHAHAHAHA ;D But looks great

Yeah, so?
That's not a problem - just don't make any mistakes. A mistake is an error, an unplanned occurrence with detrimental results. Once you've taught yourself to make no errors, everything goes better - in UVLayout, In LightWave, and in Life in general.
Ever since I decided to stop making mistakes, everything has gone much smoother for me. ;)

08-19-2009, 01:41 PM
lol IMI, i ofended it so bad at your eyes that made you talk crazy.

Well, you can make less errors if you decide to, not none ;)

I just refered it because i visited their foruns once and there was this pool going on: What do you want to e implemented in next UVLayout version?
And one of the items was redo, wich i found hilarious, and it wasnt the most voted one :D

http://www.uvlayout.com/index.php?option=com_wrapper&Itemid=98 (and thats just advanced videos)
But for real now, the software looks 5 stars, a little non intuitive, but has UV features i had never seen. And the relaxation calculation its very preety to watch :D


11-01-2010, 05:31 PM
I just had this same problem and I can also confirm it is fixed by tripling any non-planar polygons. I had a character that was filled with non-planars and the surface baking camera rendered a very blotchy bake.