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unwraping uvws

hey guys,

learning 3ds max, relatively new to it but im not terrible at it. so at the moment i have finished modelling a bullet and im up to unwrapping the uvws.

so using a unwrap uvw modifier i choose a plane or selection of planes and because it doesn't match up with a axis properly i either have the options best align or align to view and align to view is useless and sometimes best align works and sometimes it doesnt (isnt the same size as other planes that is on model, and the uvw comes out all skewed etc.). in maya there is an option, best plane, that with project perfectly and well, but with max it seems random and really annoying if working with tricky surfaces that arent hard modelling and square (know what i mean?)

is their another way to maybe do this easier or am i doing it wrong?

sorry if i posted this in the wrong section and thanks for the help.

Replies

  • Mark Dygert
    For a bullet I would use the cylinder option in UVW Unwrap. I suspect the UV's are coming out skewed because you're unwrapping something that isn't flat using the flat/planar options.

    You might run into some stretching around the tip. Depending on how it was constructed you might need to break the tip off and relax it, or map it slightly different to minimize the stretching.

    When unwrapping flat things, depending on which version of max you're using, if you have a Quick planar option you should give it a try instead of Align best, I think quick planar replaced align best in newer versions.
  • Tumerboy
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    Tumerboy polycounter lvl 17
    Make a hollow point, problem solved :P

    No, seriously, just post pictures of the object and the UVs you're getting and we can probably help you better.
  • iansmithartist
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    iansmithartist polycounter lvl 15
    Id recomend looking into roadkill. (I use the stand alone rather than the plug-in.) Its free, and i mostly use it to cut up the model up then tweak and arrange the uv shells in max/maya.
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