Hey guys, this is a minor problem but it can be very irritating at times. As far as I can remember I've only encountered it since Autodesk incorporated pelt mapping into the UVW Unwrap modifier.
The problem occurs sometimes after selecting a part of a mesh and using the planar mapping tool on it. Everything appears normal except I can't reselect that part of the mesh in verts in the unwrap window. Polys and edges are fine but not verts. Collapsing the modifier stack and adding a new unwrap modifier doesn't help. I find the only way to fix it is to reselect the problem chunk in polys and use planar mapping on it again.
Not a huge problem, I would just be interested if anyone else has encountered the same problem and has any more info on it. Thanks.
Replies
Since Max's relax can get quite slow with higher polycounts, did anyone try and compare to that roadkill live-pelting uv-tool pimped recently in General Discussions ? It seams to be literally "live", so I would be interested if it still is realtime or at least faster than Max with high-resolution meshes on a standard rig. (I know I should simply test myself and eventually I will, but it would be nice to have some quick input from someone who already fiddled around with it. )
Secondly, sometimes unwrap uv in Max8 starts to act really strange. It seams like every movement of the mouse is doubled or accelerated the longer you drag. So if you want to move an uv-chunk or scale it,it will be flying way out your 0-1 region or scales up hugely or is reduced to a tiny spot. Restarting Max usually fixes that but perhaps someone knows an easier workaround or how to avoid it alltogether.
The W map coordinate is used for a 3rd axis of mapping space (usually depth), which in Max at this point is only used by 3d procedural maps (Noise, Cellular, etc.). I wish I could use volume textures in Max, but there's no interface for it.
When you use a map projection, Max creates the all three UVW values, not just UV. If you use a Cylindrical projection, 0 W is at the center of the gizmo, .5 W is the gizmo outer surface , and 1 W is one more radius distance outside the gizmo. The further you move the gizmo from your faces, the bigger the W will get. Planar too. Hope that makes sense.