Hello,
Have a trouble while I was unwrapping in 3ds max (v.9) and looking for some help.
I have a mesh which is symetrical only per same direction (top and bottom has different texture but both are symetrical themsleves)
In the UVW editor (Chuggnut v 1.5), found 'Index Rotate' command, and tried but it didn't work well for non-quad faces.
(1) Right side mesh has copied UVs from left side mesh
(2) Right side top UV has been selected, and about to apply 'Index Rotate'
(3) After 'Index Rotate' command applied. Some faces are flipped but some aren't.
(4) Quick normal map test (with (1) condition which was right side mesh has copied UV from left side mesh)
Although (4) looks alright, I am doubting this is right way to do mirroring UVs.
Appreciate any suggestions to make this work.
Thank you for your time~
Replies
You can move the mirrored portion off using chuggnuts tools as well so it's off the 0,1 region but using the same texture area
Thanks for quick reply.
I tried overlay them and align verts etc, and still faces are 'flipped.'
(1) UVs were overlaying. (Ignore empty space in the middle, since there more stuffs and I placed them away now)
(2) UVs are flipped, but texture (view port) is correct.
(3) UVs are overlaying nicely, but texture (view port) are incorrect.
This must be really simple but I cannot pull out anymore ideas. Please help~
You can't do stuff like this with text because it destroys the illusion.
Good on characters and other objects where it wont be easily noticed.
Thanks for clarifying the principle.
I was confused since the flipped character from my grid texture version.
Ended it up with making another set of UV with half piece of mesh, which results same filpped character on mirroed mesh.
Thanks a lot~
JK