So at the moment I'm trying to learn about UV maps and texturing in 3ds max 2009.
I made a simple crate/box model to texture.
I made the texture and then aligned all the faces of the model to the texture use the UVW Unwrap edit.
But the problem was that I was basically guessing and checking the dimensions of the faces to make the texture above. So when I rendered (render below) on some of the edges the texture wasn't proportioned correctly so no matter how I configured the face in 3ds max... it would never get rid of all of them.
And another thing to note is that the face that is causing the problem is a ring so if you can't make it skinnier without taking the overall size of it down.
If you have followed me this far, this is where I start asking questions. I'm looking for an easy way to fix this problem. I think that if I could export the uv template out somehow that when I'm making the textures it would be a lot easier to get the proportions correct. Now that being said I have tried the "Render to Template" tool in 3ds max but this is all the appears:
Then I tried to use the "texport" plug in and that gave me a little bit better out come but did not give me the outline of the internal extrude that is on every side of the box.
So I know that I just put up a lot of pictures but I would rather put them up then have no one know what I'm talking about. But if you know the answer to my problem please tell me how to do it in detail or atleast link to a tutorial.
Thanks.
Replies
Any idea how I can get that one?
TSM:
That is a very good idea... I'm definatly going to use that in the future and also if I can't get this template to export how I want it to. Thank you!
What I do is add a uvUnwrap modifier after I uv map it.
That brings up an editor window that you can move the verts around on the tex. I resize it as large as possible, take a screenshot, paste it into photoshop and I've got all the polys laid out to paint on.
There are other ways to do this but it works for me, and is easy.
You can always use that unwrap editor to adjust your polys into correct position too.
You have alot of wasted space on the tex though. All those polys should be close to each other, no need for those huge gaps, lots of wasted pixels.
Also, watch those dark lines right on the corners of the boards, that makes them look like the tex is misaligned.
Baddcog: Actually that is exactly what I do my problem what that I was only editing the faces... but when you pointed out the verts... I did like a double take. Thank you so much for pointing that out.
But if any of you know how to export a little bit more detailed uv template please feel free to let me know.
Maybe you could give a detailed, step by step instruction of how I should do it starting with opening the UVW Unwrap modifier.
Then just went to tools and did "Render UVW Template..."
So now I'm going to move that face that I was missing into the blue box and hopefully it will render.
Thanks again
Btw, this method might be a bit weird, but meh, I said I didnt touch 3dsmax for awhile