Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(37 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Unwrapping PART of Mesh for UV channel in MAX
show user profile  Zander024
Hi all, so I’m preparing a model for use in Unity3d. He needs to have several materials/unwrappings, since there will be a customization system including tattoos and clothing, all of which will be done with texturing.
I know how to get a multisub object setup in max, but I would like to know if there’s a way to unwrap only part of a model to certain UV channels?
Right now, there are 4 channels, upper body, lower body, hands, and feet. But for each of the UVunwrap modifiers I have (4 of them for those channels), I have to include all of the vertices in each unwrap, meaning essentialyl clumping unneeded verts into a corner somewhere.
Unity is recognizing all of the materials, but is only recognizing one UV set (from an additional whole body uv set). Im thinking that if I can unwrap part of a model for the channels, the hands, for example, will ONLY have uv data from their unwrap, leaving less room for problems.
read 268 times
6/9/2011 10:00:18 PM (last edit: 6/9/2011 10:00:18 PM)
show user profile  Garp
The way uv coords are stored is by having one 'texture' mesh per map channel. And there is a 1-to-1 face relation between the object mesh and each texture mesh (not so with the verts). So you can't have just half the faces mapped.
If the engine accepts only one set of uvs, you can do it through a single unwrap. Nothing stops you from having overlapping parts with different mat IDs though.

You don't need different uv sets for different parts of the model, you need them when the same part needs to be mapped differently for, say, diffuse and opacity.




read 257 times
6/9/2011 10:58:52 PM (last edit: 6/9/2011 11:05:58 PM)
show user profile  LionDebt
I hope you're remaking Planescape: Torment.
read 252 times
6/9/2011 11:01:58 PM (last edit: 6/9/2011 11:01:58 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org