Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 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) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

uvw map each one
show user profile  yossioren113
Hi guys!
i want to select many object and give them each one sperate uvw map and not collective uvw
and what i do for now is select each one and make unique!! hard work for sure??
any ideas?? To work more effectively
Image and video hosting by TinyPic
read 379 times
9/7/2014 5:15:12 PM (last edit: 9/7/2014 5:15:12 PM)
show user profile  FX
UVW map one and then duplicate it ?
read 377 times
9/7/2014 5:32:49 PM (last edit: 9/7/2014 5:32:49 PM)
show user profile  yossioren113
yes :)
but if i allready make the duplicates and thn decide to uvw ?
there is any to do fx?
read 361 times
9/8/2014 10:16:00 AM (last edit: 9/8/2014 10:16:00 AM)
show user profile  Dave
I've been wondering this actually. There aren't many scenarios where I need it, but it is a hassle.

I mean, I'd love to just model freely without worrying too much about what comes later. The above example is a simplified version of the issue I tend to run into, but theoretically the same. It just blows to have to model something twice. You do it once so you know it works, you know what it looks like, and then you've got to go 50 steps back to do it again but this time with UV's.

The whole "Do it once with UV's at the beginning" doesn't always apply, especially when there's a lot of experimentation in the modelling process.

This isn't just a Max issue though, I think the problem is sort of inherent in the general 3d pipeline. Experience teaches us to "think ahead" but there will always be instances where "thinking" isn't enough, and you actually need to build it first. It'd be nice to have a total separation between modelling and texturing/UV'ing.

"I flew over Egypt once"

read 353 times
9/8/2014 1:54:12 PM (last edit: 9/8/2014 1:54:12 PM)
show user profile  herfst1
You can RTT the uv's from one model onto another. E.g. High Res onto Low res.

I forget the settings/steps, I'm sure you can google it. Will post if I find a blog on it.

read 351 times
9/8/2014 2:02:33 PM (last edit: 9/8/2014 2:02:33 PM)
show user profile  K-tonne
will be easier and quicker (because of the lower polycount) if you uv mapped before the turbosmooth

Website and Portfolio

read 335 times
9/8/2014 3:21:52 PM (last edit: 9/8/2014 3:21:52 PM)
show user profile  FX
I think Zorb can paste multiple modifiers...not sure....don't have time to try it.

EDIT: Yes it can , go to the Base Object tab, rick click the box with the Unwrap, copy paste modifier etc etc....seems a bit funky tho..strange way to do it on first look, seems to paste a modifier on every object in the scene.

EDIT2: Because you need to set it to work an "selected" not "all" doh....anyways have a play seems to work fine.

read 334 times
9/8/2014 3:55:02 PM (last edit: 9/8/2014 4:10:02 PM)
#Maxforums IRC
Open chat window