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UVW Unwrap scaling problem. Please help.
show user profile  jmclocals
I'm pretty new to Max, and am having a problem with UVW Unwrap.

I have created a handgun and am at the point where I want to flatten the model out to begin adding detailed textures in Photoshop. My problem is, when I flatten the model out in order to create a template to open in Photoshop, UVW Unwrap seems to squeeze the model. So, when I complete a texture in Photoshop and apply it to the weapon, it stretches across the surface.

What I want to know is, do I have to rescale the flattened UVW to match the exact scale of the model manually, before exporting a template to Photoshop? If so, how do I go about doing this?

If I'm not being clear about what exactly my problem is, ask as many questions as you need, and I'll try to respond as clearly as possible.

Thanks for your help in advance..
read 818 times
2/17/2011 6:34:09 PM (last edit: 2/17/2011 6:34:09 PM)
show user profile  Dave
Using a non-square texture right? ie.. 1024*512?

"I flew over Egypt once"

read 811 times
2/17/2011 6:50:38 PM (last edit: 2/17/2011 6:50:38 PM)
show user profile  jmclocals
Yeah...

It seems like UVW Unwrap is flattening the model out on a perfect 256*256 plane, which is squeezing everything (barrel, trigger, etc...)

Thanks for getting back to me..
read 809 times
2/17/2011 6:56:40 PM (last edit: 2/17/2011 6:56:40 PM)
show user profile  Mr_Stabby
you have some faces incorrectly UN-wrapped, if you used one of the predefined unwrap methods(box/plane/flatten) thats just the first step in unwrapping, you have to go over each vertex to make sure theres room between them to put the map on

read 803 times
2/17/2011 7:11:50 PM (last edit: 2/17/2011 7:11:50 PM)
show user profile  jmclocals
I'm bot sure where to start learning how exactly to do that?

Do you know of a tutorial link, etc.. that I could learn from?

Or could you quickly outline the general process from there, and I can figure things out as I go? Obviously, I don't expect you to sit here and step me through it, but if theres a starting point you could give me, that'd be greatly appreciated.

Thanks again.
read 798 times
2/17/2011 7:20:04 PM (last edit: 2/17/2011 7:20:04 PM)
show user profile  horizon
>>you have to go over each vertex to make sure theres room between them to put the map on
say what?

Here, go through these videos, or at least part 7 for the unwrapping http://www.maxforums.org/threads/life_sea_turtle_tutorial_mrgrotey/0001.aspx



read 793 times
2/17/2011 7:30:37 PM (last edit: 2/17/2011 7:30:37 PM)
show user profile  jmclocals
Thanks, horizon...

Just glanced through the tutorials, and I'm sure I'll get the answers I need there... It looks pretty thorough...

Thanks again.
read 789 times
2/17/2011 7:35:57 PM (last edit: 2/17/2011 7:35:57 PM)
show user profile  Mr_Stabby
>>say what?
what he describes occurs when you have multiple vertices ontop of eachother in the uv map, my statement is pretty self explanatory

read 778 times
2/17/2011 8:26:49 PM (last edit: 2/17/2011 8:26:49 PM)
show user profile  horizon
When you have multiple vertices on top of each other, the texture gets stretched?
I don't follow


read 773 times
2/17/2011 8:39:24 PM (last edit: 2/17/2011 8:39:24 PM)
show user profile  Mr_Stabby
just try it -> take a box, map it top to bottom for example, apply a noise map to diffuse and you'll see lines stretched across the faces which vertices are ontop of eachother

read 771 times
2/17/2011 9:06:05 PM (last edit: 2/17/2011 9:06:05 PM)
show user profile  horizon
Yes, if there is a single face whose vertices are in one place, which you never said, that would happen
And going through each vertex to see if it is alone in its place is still just stupid


read 763 times
2/17/2011 9:38:10 PM (last edit: 2/17/2011 9:38:10 PM)
show user profile  Mr_Stabby
me saying it or not doesent change the way it is, what else could i have possibly ment? As for going over vertices being stupid.. well sure if you do it in a stupid way. personally i like to look at the vertices on the model with checker map to indicate an issue, if you assumed otherwise.. well that is your problem.

why so angry anyway?

read 759 times
2/17/2011 10:05:33 PM (last edit: 2/17/2011 10:05:33 PM)
show user profile  horizon
yes I'm angry because I'm discussing, nobody should discuss...
I'm just saying your method is neither self explanatory nor does it make sense.

First you said you look if there is room between vertices, which suggests looking in unwrap
Now you say you look on the model with a checker map, which suggests viewport.
One more thing is you don't look at vertices with checker map, you look at faces.

If you keep changing the story you'll eventually get it right, but your first and now last reply make no sense at all unless you change a few words around


read 754 times
2/17/2011 10:33:00 PM (last edit: 2/17/2011 10:33:00 PM)
show user profile  Mr_Stabby
well im sorry i couldnt help you due to my bad english, apparently i wasnt aware that this thread is really about you

read 740 times
2/18/2011 7:07:02 AM (last edit: 2/18/2011 7:07:02 AM)
show user profile  horizon
I'm not sure what you think I'm doing here, did I offend you somehow?
You said something I didn't understand, you explained, I disagreed with it, you said I'm angry.
Then I argumented my disagreement, and you accuse me of making the thread about me

It's called a discussion. If we agreed, it wouldn't be called that. It's the whole concept of forums...


read 737 times
2/18/2011 9:06:38 AM (last edit: 2/18/2011 9:06:38 AM)
 
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