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UVW Map randomly screwed up? How to really Save/Load UVWs?
show user profile  art1982
You can see by the thick green seams here
and the completed uvw map here
that I'm done with the uvw unwrapping, and yet as shown in the first image the program decided to claim to destroy what I've done. I even saved the uvw as a uvw file upon completion just in case, and lo and behold it will refuse to load the correct those uvw's, despite no change whatsoever to the mesh, proving once again that the save/load uvw's feature is not real.
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1/29/2015 2:19:42 AM (last edit: 1/29/2015 2:19:42 AM)
show user profile  herfst1

read 348 times
1/29/2015 8:40:31 AM (last edit: 1/29/2015 8:40:31 AM)
show user profile  Dave
After you've done an unwrap, my guess is that you're messing up the stack before fully committing the changes.

In the future, once you've unwrapped an object, simply right click it and convert it to edit poly/mesh.

"I flew over Egypt once"

read 336 times
1/29/2015 12:10:43 PM (last edit: 1/29/2015 12:10:43 PM)
show user profile  K-tonne
couple of things about uv mapping:
try to use the space as efficiently as possible- if this means breaking up larger uv islands so you can scale up everything then so be it
less seams the better- you'll have to balance this of course with efficient space usage
be mindfull of stretches and compressions in the uv's- you can check this simply by applying a checker map to the mesh
not everything needs to be the same relative size- some things are more important and need more texture space
map seams should be in places where you'll not see them often/ easily- example a seam running down the front of a leg would be more obvious then one running down the inside where it'll be most of the time against the other leg
even though you've done half a model with a view of adding a symmetry mod you don't have to end the mapping there- you could add another uvw unwrap above the sym mod and make, for example, the superman symbol on the chest by just adjusting the islands to accomodate the part
on such a low poly mesh
why did you model the fingernails? could be done in the texture
also two parellel edges round the arm/ limb joints don't really deform that well- better to have one edge inside the bend and two outside- causes a tri or two but doesn't really matter in low poly models

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1/29/2015 3:59:22 PM (last edit: 1/29/2015 3:59:22 PM)
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