Select all and use the weld tool (not target weld) with a setting that is low enough that unrelated verts don't pop together, but the ones that you want will.
That's the idea I was going for - but how do I use that when working within the unwrap UVW modifier? Weld is an option I've only used when tweaking actual geometry itself before..
I'm using an older version of max with a plugin so I don't know where the option would be in your version, but it's in the UVW modifier panel, I believe at or toward the bottom. Also in the right click menu inside the editor.
Also another way is you can select all the verts you want to align on one axis and use "Align Vertically to Pivot" or "Align Horizontally to Pivot", found under the Quick Transform group.
And wes.sau I've used the method you suggested before too, but you still have to select vertices pair-by-pair and click two buttons, which isn't any faster than scale-tool'ing them manually pair by pair, unless I'm missing something...
Also, for symmetrical UVs, usually I UV the model, collapse the stack, then delete the parts I want to mirror and/or duplicate, mirror/duplicate them, then add an Unwrap again and adjust as needed. This way the UVs are mirrored/overlapped perfectly.
Also, for symmetrical UVs, usually I UV the model, collapse the stack, then delete the parts I want to mirror and/or duplicate, mirror/duplicate them, then add an Unwrap again and adjust as needed. This way the UVs are mirrored/overlapped perfectly.
You want to scale UV vertices to make perfectly overlapped UV islands? Unless I am misundertsanding, you have to press the bottom right button with the magnet. That will let you snap vertices.
Of course, that may not be what you're looking for if you have to overlap some highpoly shells, but for lowpoly like in that image it should do the job, right?
Welding is nice though if you want to re-pack your UVs, since that keeps the shells stuck together.
Ah, good point you raise. I wasn't sure if actually welding the verts of UVs together should be considered destructive, rather than just aligning them.
Replies
I maxed out the threshold and it still doesn't affect all UV vertex groups, but only the three to the left in this case... weird!
http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-C65A1B09-3670-4E7E-BCFC-13E10C831817
You can use the UV/VW/UW dropdown (top right) to see W. Then select all verts. Then use the Absolute Type In (bottom left) to set W to zero.
If the islands have the same face count and vertex order then you can try Copy / Paste.
This is the best practice though, planning ahead:
Of course, that may not be what you're looking for if you have to overlap some highpoly shells, but for lowpoly like in that image it should do the job, right?
edit: well yeah, do what Eric said hehe.
Ah, good point you raise. I wasn't sure if actually welding the verts of UVs together should be considered destructive, rather than just aligning them.