I mean only the edit woindow for the uvmap , I can zoom in and outfine in the viewportwith the scroll wheel of the mouse , but not in the uvmap window wich is totally annoying ...
this is the uvmap : notice how the rivets got cut away and how those bands rise , not saying that the whole normal map is uspide down compared to the original uvmapping...
@Slayvin You're right in many point, but how I dont know how use the mixed textures (mirrored and not) in Blender uvmap, I did a unique uvmap for the model.
HEllo , my question is , does exhist anything like the pelt option in the uvmapping options for 3dsmax that instead pelts the mesh itself rather than the uvmap?
No the models are as it were , in fact there are other issues regarding uvmap in other vehicle/tanks that need to pay attention , i.e panther back escape hatch used as uvmap of gun bore , so no apply decals back there
lol 1.5 week to uvmap maaan,i'd rather trash my model than trying to do that uvmap ehehe,anyway the model looks cool indeed,even though i'm no fan of gundam...at all....
Here you go steady http://blueprints.onnovanbraam.com/blueprints/cars/ http://www.smcars.net/ Im not really sure how to uvmap this, do i just uvmap the peices that needs texturing or do i texture the full mode, assign the colours and add refective shaders in max?
Hi. I have to uvmap a model (kind a yoyo, which cord is a ribbon) having two main states: one in quiet (ribbon coiled) and one extended. Do I have to model two sets of polygons for them and map in separate sections of the uvmap, hiding and showing them accordingly to the respective animation? Or what else?