Quick question. I am using Headus uv for the most part but it seems like it can't render open models (mesh with holes in it like under buildings). I was thinking to try textools instead for this since i already work in 3ds max 2011, but where can icut the seems ?, it seems like roadkill is plugin but to i have to use an entire new program just to split edges? god i miss Blender sometimes..
1. Is it anyway around the fact to work on open models in headus uv.
2. how do i cut seams in textools ?
3. is it any plugin that has cutting and uvtools in one?
thanks !
Replies
I am really glad you said that ,actually i cant at the moment, but its a house that has all the polygons from the bottom taken away, could it be that the mesh has errors ? ,actually it warned me for that when i importet it but it was so many errors it was very clear it had to be the open part.
Thanks alot man,thts very kind of you, i actually got it to work at home something thats really strange ?, anyway i have a question for you aswell, lets say that i am modeling a house that will have 2 textures applied to it.
The first texture is a stonewall texture 256*256 that tiles all sides of the building, for this i use the uvmap modifier inside max an just apply a planar projection on each side.
The second texture is a 512*512 and contains all the details like corner lists on the building,door frames,window frames and so on., and then i export the model to headus uv to cut up the tiny bits on the house to stack on the 512*512 detailed texture, how does the uv lines actually look then? i am quite new to texturing, Becouse the first planar mapping i did in map should be exactly on the edge on one uv and the details should have another.
What are uv channels for and the cordinate systems in the uv mode?
i hope you can make some sence out of this
When you do your Uvs there are various ways to only see the material ID you are working with, some inside Uvunwrap window, or you can select the faces you are working with and then Unwrap window will only show that selection when it pops open.
Good luck!
<edit> Uv channels are if you will need _the same parts of the model to have different kinds of mapping_ Shouldn't need it if you're doing simple straightforward models. One example would be a model with lots of tiling textures which you want to have unique AO or light map of some kind, you would unwrap all the faces in some automatic way in order than each face gets its own space on the ao/lighting in channel 2, but still has tiling UVs for the main textures in channel 1.
http://www.vimeo.com/6133443
It's not English, but covers the relevant bits. Have a google around - I am not aware of one uber tutorial for this. IF you have a specific example with a specific problem I can help more. Check the max help file too, I'm pretty sure it is covered.
Of course it is possible in 3ds max to split uvs and to snap/stitch and weld uvs, you just have to learn how.
Select edges in viewport or uveditor (when in uvunwrap mode) and then right click in uv window and select 'break' this splits the uv shell at this edge selection.
Using textools, you can select the bit you want and just press the 'iron' button, it will give the selection a planar map and relax it all in one click.
try it out!