Noob question. How do I go about making my UV space a 1:2 ratio without it squeezing my uv mapped object?
For example... the first screen is 1:1 ratio, and I placed all my mapped objects onto only half of the width. Second screen, I change the ratio to 256 width, 512 height and instead of resizing my area, it resizes and squeezes my mapped objects. How do I preserve my uv map when I change the uv ratios?
Replies
It's lame but the only real way to deal with it without scaling pieces is to start that way. Some times rendering your template and using pixel snap helps align the pieces again. I'd love to hear of a better solution if there is one...
i don't have any problems :S
bingo. tis what I do.
http://www.scriptspot.com/3ds-max/unwrap-tools
Also it overwrites a key 3dsmax file with an outdated version. There is some seriously rock solid code written by autodesk (I know we all assume they're morons and that some art monkey 5 years ago could code circles around them, but in this case they aren't) that gets replaced with some dodgy stuff. Not to mention it overwrites the unwrap UI getting rid of the options pannel ...
The best way I've seen people port the functionality was to go in script by script and pull out what they liked and set up regular macros for those scripts. Instead of replacing the Macro_UnwrapUI.mcr with an outdated version.
OR
There are half a dozen other scripts that have popped up since chuggnuts came out (and was updated last) and none of them are as destructive. If you have a list of features you want, I can point you to the scripts...
Wont that result in the pixels being stretched?
What does uv xform do exactly?
So the only thing that it really does... is fix scaling issues like what the OP had. Handy, but stupid its not just rolled into the editor window UI.