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UV texel density in 3D max 2011

I'm relatively new to 3D max (I'm more of a Maya user) and having a hard time understanding why my hard surface UV's aren't relaxing with proper texel density. No matter how I try to unwrap my objects (I usually pelt map), I get the following stretched results when i relax the UV's.
texel%20test.png
In theory, this shape would unfold into squares instead of these more rectangular shapes. Any way I can get better results without manually fixing the UV's for every object? I'm using default properties in 3D max 2011.

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