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3DS Max UV channels help

polycounter lvl 4
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Benjam polycounter lvl 4
Hey polycounters,

I am having an issue with Max at the minute that involves my UV channels for setting up my lightmap. I used to use Maya and setting up 2 separate UV channels was easy and when you clicked between them the UV layouts were kept however you laid them out for each individual channel.

I am having a couple of issues with the Max version of UV channels.
Firstly when i change the map channel to 2 it gives me a change channel warning and gives me the option to move or abandon and i have no idea which to press.

Secondly when i go back to my original UV channel 1 i am finding that the UV's have been moved from their original position to outside the UV 0-1 space and a set of faces underneath my object that i scaled down so they wouldnt take up texture space is suddenly resized and outside the UV 0-1 space??

I have the original channel saved so i wont ever lose my original UV layout but i would not like to load it up each time because its damn annoying!

Has anyone had a problem like this before or know of a solution?? I have attached a couple of screenshots to show my problem.

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Replies

  • WarrenM
    "Move" copies the existing channel to the new one.

    "Abandon" doesn't do anything. It just leaves the new channel alone.

    Pretend it says, "Copy current channel to new channel?" and that "Move" reads "Yes" and "Abandon" reads "No".

    It's an atrocious dialog box that I can't believe got through any kind of QA process.
  • Benjam
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    Benjam polycounter lvl 4
    ahhh ok cool that makes a bit more sense. When i first clicked it i was like what are you demon!??! I was watching a tutorial where the guy was using an older version of max and there was no dialog box and he was happily switching from onw channel to another without having to click all the time.

    Thanks though it was annoying the hell outta me. I just have to get used to clicking abandon all the time now :|
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