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UVW Scale

polycounter lvl 18
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SyaPed polycounter lvl 18
Hi, I'm almost finished unwrapping a model in max, but as you can see in the picture all the different parts of the model have been unwrapped at a different scale to each other.

UVW.jpg

Is there any modifier or plugin that will automatically change the UVs to the same scale? Or do I have to go in there and do it manually?

Thanks alot

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  • SyaPed
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    SyaPed polycounter lvl 18
    Hmm forgot I had something else to ask :P

    I tried baking some lighting into this guys skin...

    Bake.jpg

    But if you look at the picture you can see seams running down is face and helmet...Which seemed to be caused be bleed ing at the edges on the baked map...Are there any 'skirt' type options you can use so any edge bleeding wont be seen?....Hope you can understand that :P
  • MoP
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    MoP polycounter lvl 18
    I think you'll have to manually scale that stuff.
    You could maybe use the Arrange Mapping tool (automatic layout, whatever, i forget the actual name of it) but it's in the Unwrap UVW window. It should set stuff to a constant scale, although it'll also move stuff around and un-stack any stacked UV's you may have, which you'll have to put back manually.
    The Relax UV script from www.microcan.nl will make any selected parts the same scale when you run it, but it will also un-distort them too, which is probably not what you want, since it'll change the layout.
    I'd do it manually, personally, but maybe that's just me. It doesn't take that long.
    There's probably a script out there somewhere, probably worth a google search if you're really that bothered by it, I've never looked myself.

    As for the lightbake stuff, there's the "edge padding" settings, but I don't think they have any effect in light bake situations.
    You'll either have to manually smudge those edges in Photoshop, or make use of the Maximise filter (I think) although I've never used that method. Careful of lightbake appearing "dirty" because they shade to black rather than an ambient colour.
  • SyaPed
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    SyaPed polycounter lvl 18
    Thanks alot MoP, I'll give those ideas a try smile.gif
  • motives
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    motives polycounter lvl 18
    syaped, a tip when texturing your gun, all the objects dont have to be same size. Its often better to oversize some parts that you want to have more detail in than others. This is especially useful if making 1st person view weapons where the back of the gun will be in your face and the front of the gun will be way infront on your screen. Use your texturespace where u will need it the most.
  • Sage
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    Sage polycounter lvl 19
    This won't help you much this time around but you may want to try this when you unwrap your next model.

    If you want things to be the same size just planar map everything using the flatten command in the unwrap uvw mod then go to edge mode and select edges and use the stitch command to paste your cluster back together.

    To quickly select clusters just check the option that says Select Element then scale them until your checker board is all the same size. Later.

    Alex
  • SyaPed
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    SyaPed polycounter lvl 18
    Motives : Yep, I've already been doing this with other models. Like making the rear sight bigger 'n stuff, thanks anyway smile.gif

    Sage : Thanks for the tip Sage, I'll give that a try next time smile.gif
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