Hey all.
Just wondering if anyone could tell me how to properly set up a non-uniform texture map in 3ds max (2010)?
It seems that max defaults to square textures and when I tried to change this to something like 1024x256 it completely stretches the UVW Checker pattern. I figure if I just scale the UVW vertically to fill the space it would work, but I'd like to be able to test stretching properly in the viewport before I export and start painting the texture and I don't know how to do it correctly.
Thanks!
Replies
In max2011 and lower, you can set the Custom Bitmap size in the Options panel that hangs off the bottom of the editor window. I don't remember where they moved it to in 2012... its probably there somewhere...
Thanks Mark!
@Torque I totally meant that in a different thread lol sorry.
Thanks guys.
What happens is that I scale the UVWs so that they are not stretched and fill as much of the original texture space as possible. When I render the UVW template, I set it to 512 x 1024 but since half of the space is empty, I crop the template in PS so that it is 256 x 1024.
When applied to the model, the UWV space isn't correct and the texture is stretched so what I was wondering was if there's an easy way to get it to fit again without stretching or wasted space.
@aajohnny - no worries man it was quite fitting to the situation :P Its not very easy to offend me so no wories
Or is it because I need to fit it to the UVW space AND THEN render out the template?
Or us the custom bitmap settings to specify the dimensions and then fill the space, or apply a image that is the right dimensions and pick it from the upper drop down list and then fill the space. Either way you want to fill the UV space
Thanks again!