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3ds Max UVW custom size

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3dcaspar polycounter lvl 10
Hi everyone!

I have a question about the UV-Modifier in 3ds Max:
right now I am doing a metal pole for different traffic signs, this pole will have the texture size of 512x64.
Well I did it like this:
I just unwrapped it, so that it would fit into the 512x64 space later on.
Then I rendered the template by using the "normal" sizes of 512x512 (because changing the width and height in preferences of the editor stretches the uv layout) and later on cropped it in photoshop.
Now, when I am applying the texture to the model, everything is stretched.
So the cropped 512x64 photoshop version is stretched to fit the 512x512 gizmo in the editor.

It would be really really nice, if someone could explain to me how I should proceed. I already changed the custom bitmap size, but no luck.

THX

Replies

  • Mark Dygert
    Create a 512x64 image, apply it to your model, open the UV editor and in the upper right corner where it says "CheckerPattern" change that to your 512x64 map.

    Typically you want to do this before you start unwrapping that way you aren't stuck messing with the scaling the UV space in the editor, it does some really funky things like you're encountering, it also messes with some of the tools like rotate and relax.

    Also it's important to keep in mind that odd sized objects often get put on shared texture sheets with other things so you can keep texture sheets square. The reason (as it was explained to me) was that each texture slot is normally a predefined size (for memory purposes and fast sorting). If that is 512x512 and you feed in a texture that is smaller it will occupy a 512x512 slot wasting the rest of the memory/space.
  • 3dcaspar
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    3dcaspar polycounter lvl 10
    Hey!

    Thanks a lot for the fast reply, Vig!

    Well, I am also used to this "knowledge" about the power-of-two-size-thing, but my boss wants me to do it this way. So again, thanks a lot for the advice! ;)

    ** edit **

    I just tested what you said and it seems to be the same problem again.
    So i did a simple 512x64 image and put it on the model via the material editor. Afterwards I put the UVW modifier on the model and checked the actual image to be shown in the background. First of all I realized, that the image is stretched as well. When i now unwrap the model (simple cylinder), it can't be projected right onto it (of course not).

    Am I doing something wrong?

    Besides this, I think the best solution would be to change the gizmo / bounding box in the uv editor. Is this even possible? I mean to change the size of the (blue) gizmo without affecting the texture (in terms of stretching)?
  • Mark Dygert
    No, its "behaving" as designed unfortunately and its coming from originally laying it out in the rescaled UV space.
    When you resize the UV space in the UV editor it isn't so much resizing the UV space, as it is squashing or stretching the square.

    Going forward I suggest leaving the UV space alone and use the texture size trick (that you correctly followed). But to fix it now you should try applying a UVW Xform modifier and adjust the tiling to squash/stretch it back into the proper shape.

    Try putting 2 or .5 in the U or V tile section
    u = Left to right
    v = up and down
    w = is depth and not a lot of people use it except to stack UV shells in very specific cases.
    Values higher than 1 will stretch it. Lower than 1 will squash it.
  • 3dcaspar
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    3dcaspar polycounter lvl 10
    Hey Vig,

    thanks a lot man! You just saved my life! :D
    The solution (UVW Xform modifier) worked for me.
    The workflow with such custom texture sizes is a bit circular, but well, it works!

    So, thanks again!

    Cheers
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