Edit UVWs -Select Overlapped Polygons.
This will not work with overlapped UVs from making an array of the same sub object. Is there an actual Select Overlapped UVWs hidden option or a script plugin that does the same thing?
Better yet, is there a reasonable priced packer that respects overlapped UVs? The max default will of course give mirrored and overlapped pieces their own texture space making it useless. I'm trying to do 80+ objects at as a Edit UV and its making max grinnnnd doing it by hand.
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http://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26
Hard to understand the problem without a pic.
When you uv multiple objects at once, max has no idea what's each object is doing in relation to the others (it basically just applies a separate unwrap to multiple objects) this is an architectural issue and you're basically screwed afaik.
Historically I've dealt with this sort of thing by placing a point helper at the origin of each separate object before collapsing them together, doing the unwrap, detaching them if required and copying the transforms back over from the point helpers.
I usually unwrap objects individually and shift their UVs outside 0-1 before doing this to make things a bit easier to manage.
Oxy, I'm guessing you inherited a messy model, and you're the one who has to clean up someone else's mess?
I approach overlaps and mirrors by unwrapping all the non mirrored/overlapped pieces first, packing them before duplicating/mirroring around.
That also solves issues with hand-edited overlaps.
But if I need to repack, everything's already in a pretty orderly layout, so it's easy to use Select Overlapped to find where the elements are than need to be grouped, at which point I just do a crossing select with Element on, then Group.
That still might help in your current situation, just to ID the overlaps, so you can Element select them for Grouping.
But if you've lost the overlapping, gotta go back.