I've got a new problem. After unwrapping a model my edited normals disappeared. They work if I go back down to Editable Poly modifier, but disappear again after going to upper UnwrapUVW modifier I just want MAX leave dem normals alone! So guys, please, tell me what to do.
Could you use the ePoly script function which gets geometry verts based on a uv vert ID? That way you can just go through the entire set of UVW verts, get the related geometric vert for each one, and discard it if it already exists. Can't remember the exact command, I think it's in polyOp, or might even be an unwrapUVW…
maybe what you mean is that by default "select elements" is enabled with TexTools- which means that if you click any shell, polygon etc. in the viewport it will select associated element polygons with it in 1 click. It can be changed in the right stack of the UnwrapUVW settings. If its not what I just described maybe post…
You can get around the dialog... but its not that simple. If you "save current settings as default" with the map channel set to 2. The next time you apply the unwrapUVW modifier it will be automatically set to 2, no need to reset. The problem is that it saves all the other settings, so you might want to "load defaults" set…
v1.3 - 06/06/2010 Add Shortcut for Converting subobject selection to an another in EditablePoly and Unwrap Download V1.3 Here ! Shortcut for Converting subobject selection to an another in EditablePoly and Unwrap: CTRL+1 for epoly_convert_to_vertex CTRL+2 for epoly_convert_to_edge CTRL+3 for epoly_convert_to_border CTRL+4…
18 1024's? That seems a bit excessive you could probably do the whole thing uniquely with 1, maybe 2. Or use much more efficient tiles. Most of that could be done in Hammer and not be as expensive as a huge prop. Either way, its probably a smart thing to start unwrapping things using standard "unwrap UVW" techniques. It…
almost there (warning not yet complete or working!! with newer versions than max 9)function selectUVOuterEdges = ( if (selection.count > 0)then(--at least an object selected local obj = selection[1]; local uv = modPanel.getCurrentObject(); if( classof(uv) == Unwrap_UVW)then( print("yes UV modifier is there");…
I know this is a really simple problem to fix/avoid but I'm not a really experienced modeler. Hopefully one of you can tell me how to fix it. Whenever I UV a model and go back to editablePoly it seems to reset the UV map. Returning to UnwrapUVW acts as if I've just put the modifier on the model. I'm looking for a way to…
You can use the "UVW Map" modifier (instead of UnwrapUVW) and set it to face. It will map each face to the 0-1 space, basically stacking them all for you. You could scale the whole thing so one quad fits the 0-1 space and the rest just hangs off and tiles. Also texTools has a stack function. You could break all the edges,…
would not have been the case with texTools, (because it forces UV channel 1 by default on each unwrapUVW modifier) though what would interest me, did you by any change played with the UV channel yourself or was it caused by the import (maybe your imported model had 2 channels or more and max for some reason used channel >…