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How do I straighten my UV's?
show user profile  jgilbreath
Hello All,

I am needing some advice. I am trying to unwrap the uv's for a plane and need to get the UV's quite straight.There will be perpendicular and parallel lines running across the bottom of the plane. I am having a little bit of difficulty getting things straight and tidey for texture painting.

Here are a few pictures of what I am talking about.

This one is just a picture of how my checker pattern is not following my lines of geometry.

Here, I would like to ask how do you get the uv's to straighten up.

My current UV layout for the body of the plane.

I apologize if these questions seem elementary, I have been modeling for a long time although I just recently gotten into texture through UV layouts.

Thank you! Any suggestions would be greatly appreciated.

read 2504 times
9/6/2012 5:30:13 PM (last edit: 9/6/2012 5:30:13 PM)
show user profile  digital3ds
first thing you should do (next time) is to try and work with less geometry, everything is just easier that way.. I assume you got the dt checker from a project file? As easy as a plane is to model, I had the hardest time trying to get my uv's "straight" like your asking. What I ended up doing was instead of mapping the entire side and front like you're doing here, I broke it up into sections and just planar mapped everything

What I mean is where you would expect to see windows on the side of the plane, select just those faces, planar map... for the bottom, select a loop of faces maybe 8 to 12 across, that run from pt a to pt b, planar map those, etc. You'll have seams, but if the color is consistent near the seam you wont see it anyway
- Mike Sawicki

read 2488 times
9/6/2012 6:25:06 PM (last edit: 9/6/2012 6:25:06 PM)
show user profile  herfst1
Your nose is at an angle because... it's at an angle on the uv map. Grab it and rotate it till the checkers line up.

As for the tail, you probably haven't relaxed it.

I think you should reconsider where you put your uv seams. I wouldn't be breaking up the main cylinder shape that makes up the body of the plane into three parts. Instead I'd cut a seam directly down the middle of the plane from nose to tail, then cut another seam, chopping off the vertical tail fin. Then you could apply a cylinder map onto the body and a planar map on the tail.

You probably will still need to relax the body a bit (use "relax by faces").

Then when one half of the plane is unwrapped nicely you can collapse the uvw unwrap (to bake it). Select half the plane (that hasn't been nicely unwrapped, delete it and mirror the nicely mapped half over and join up the two halves.

Minor problem: If you want to put writing on the plane it will be written back-to-front on one half of it - easily fixed (of course, if you're not going to add writing, don't bother with this step). Apply another uvw unwrap and open your uv editor. Click "select by element" (which should be found near the bottom left of your editor window), select half the plane and mirror the uv's. Now pack them as nicely as possible.
read 2484 times
9/6/2012 6:34:40 PM (last edit: 9/6/2012 6:36:32 PM)
show user profile  jgilbreath
Thank you for the responses. There really is an art to getting these UV's in place. I have relaxed the uv's and the has seemed to help quite a bit. I think That I am being to stringent on how I have my seems.

I originally had a seem around the tail, but then stiched it to the body to try and minimize my seems.

Thank you for all the help. Back to the grind.

For some reason it has always been difficult for me to comprehend UV unwrapping process.
read 2471 times
9/6/2012 7:42:19 PM (last edit: 9/6/2012 7:42:19 PM)
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