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Mirroring specific UV's
show user profile  redgrail
Now that my tests are complete I can go into the real deal. But before I do I need another question answered, how do I mirror certain UV's? I have certain parts of the body, the hands and thigh area that can be mirrored to maximize texture space. How do I go about doing that? See image below, the red areas can be mirrored.


read 404 times
2/4/2009 3:38:14 AM (last edit: 2/4/2009 3:38:14 AM)
show user profile  Dave
There are a couple of ways, the most obvious being the mirror button inside the unwrap window, you'll need to overlay the shells manually though.

I used to simply delete the bits of the mesh that could/would be mirrored. That way I'd spend less time unwrapping, and just mirror the geometry after the fact... deleting the area(s) that I don't need on the mirrored version.

"I flew over Egypt once"

read 398 times
2/4/2009 3:52:56 AM (last edit: 2/4/2009 3:52:56 AM)
show user profile  scdlsam
Going on what Dave said,

I think what you mean by mirroring uvs is stacking uvs (texture symmetry).
If you want 2 uv islands to have the same texture space, just put one on top of the other. It's that easy.

If you want to get really OCD about it, you can weld the stacked uvs together, but this is pretty much undoable (besides unwrapping it again). I recommend saving your uvs before you do anything like this.

Also, normal mapping has issues with stacked uvs. I won't get into that right now, but if you want I can explain that for you.





read 381 times
2/4/2009 4:47:01 AM (last edit: 2/4/2009 4:48:59 AM)
show user profile  Dave
Ah yus, I was referring to stacking. And as mentioned, if you're doing a normal map it's best not to overlay mirrored UV's, it'll essentially invert your normal map for the mirrored parts. so if one arm has veins bulging out, the other with have them bulging in... not nice.

"I flew over Egypt once"

read 369 times
2/4/2009 6:43:42 AM (last edit: 2/4/2009 6:43:42 AM)
show user profile  redgrail
Yeah I read about UV's and normal maps, you have to offset the uv's by one unit to the right so that it works properly. I just wanted a better way to get an exact copy of the uv's for each side. I guess i'll just delete one side symmetry it and collapse it. Thanks for the reply guys.
read 357 times
2/4/2009 1:29:35 PM (last edit: 2/4/2009 1:30:05 PM)
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