hey all, i've got a quick question. It feels like i am doing this whole uv unwrapping process the most complicated ass backwards way possible.
--For example i have a beveled box that i plan to give each side a unique texture- i've done it piece by piece planar mapped style, i've even tried using cylindrical mapping but sometimes that doesn't work the best.
And that box mapping option?!? does that even work for anything???
--How would I go about UV unwrapping a box like shape without seams? planar map each side seperate or dare you pelt map it(j/k)!! - or could someone point me in the right direction for good refrence material on this subject? thanks
*EDIT* oh my, unfold mapping and flatten mapping- i got a whole lot smarter in like 2 seconds of reading. but if anyone still has some words of wisdom, i'm all ears
Replies
http://www.luxinia.de/index.php/ArtTools/3dsmax
Alex
From there throw on a checkered material, there should be perfect tiling on the main faces of each side, with some streching on the beveled pieces. To fix this, grab the verts around the outside of those beveled pieces, avoiding the main faces of your box and scale them up slightly until the checker patter is more matched to the perfect pieces. There will still be some stretching, if that bothers you you can break up those beveled piece corners and manually tweak them or use the 'Relax' tool on them if you like. Although that will of course leave you with more seams in the end.
Some beveled edges tend to make Max's relax tool useless so I find myself using a fair bit of manual unwrapping on those objects. Or breaking their UVWs up a lot to be more friendly to the 'Relax' tool and stitching them back up afterwards. Otherwise the 'Relax' tool is a massive time saver. Hopefully some of what I said is legible/helpful.