What is the solution to get max to correctly proportion uvws in edit uvws? It internally even if the texture is 1:2 with bitmap size set to reflect a rectangular area still places the planar maps as though the texture area was "square"/1:1.
In short, it will stretch the uvw layout across. Which then if you use to texture with will mean the uv's are not proportional. I have never been able to figure this out.
Also, if you have more than one uvw mapping coordinates on a object and some are 1:1 while others are 1:2. How do you switch between each map "layer" to have it reflect this?
Replies
"If you don't want it to distort while you're rotating you can change the Render Width and Render Height numbers in the Options window. The actual numbers don't matter as much as the ratio. For example, if you have a 1024x512 texture map, change the Render Height to 128 (the Width defualts to 256). So you'll have a Render Width and Height of 256x128, which is the same ratio as the 1024x512 texture map."
Thanks Poop and MoP. Yea, stretching was my final option. Still... seems rather. No. IT IS primitive for such a 3D program in its 7th reincarnation. Its the type of sillyness I would expect from trueSpace.
The way I understand it, UV coords for a bitmap are from 0 to 1, no matter what aspect ratio you're using. So the editor display is being squashed to match the bitmap, but the editing is still done in the unsquashed 0-1 space.