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3d max - Unwrap UVW, lightmaps.

I have lots of objects in my scene, and I would like to unwrap UVs for them to bake lightmaps. I decided that 4 lightmpas (2k x 2k) was enough.
But the problem is with unwrap UVs for the objects. I can't unwrap UVs for all objects at a time becouse there are to much of them and my computer will kaput. So, I divided objects for 4 parts. But how can I preserve (to keep) ratio for all (4) unwrap maps?

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  • renderhjs
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    renderhjs sublime tool
    I wrote a script that can apply texel scale to a set of objects or calculated from 1 object.
    http://boards.polycount.net/showthread.php?t=60553
    http://www.renderhjs.net/textools/
    the part I mean in particular is:
    tex_tools_1.2_texel_tools.gif


    You basicly pick a object with the pick button ico_texel_pick.gif and it will fill out the pixel size in squares and the associated per unit value. Once you picked the values from a object select the ones that need the same ratio and hit this button ico_texel_apply.gif



    MoP who wrote the normalize script behind this button ico_normalize_uv_shells.gif wrote his normalize script (make the ratios equal) in a way that it only works for just 1 object and it's UV layout if I am not mistaken. So maybe your scenario would be a nice thing to add to that script.

    anyway those might be some options. What booth scripts basicly do is resizing UV shells/islands proportional so that they fit the ratio they need. It does not in anyway rotate, skew or move your island- just proportional scaling. Once that is done you propably still need to re- arrange the shells so that they do not overlap but that is something you can do then once you normalized them.
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