Hey xMIDIMA, It probably has a lot to do with the long UV parts at the bottom; Max will prioritize and use the full extend of your UV space to place the longest UV part in the best location. All other smaller parts are used to fill in the blank space. But because the bottom part is so long and thin there's a lot of blank…
Hi guys I am doing my UVs fo a box shape object and have noticed the proportions of my UVs are incorrect. I did a normal box mapping procedure to unwrap them along with some stitching. I want to know if there is a way I can return the UVs to the correct proportions automatically. Also I'd like to know if there is a…
Hi, I don't have much experience with unwrapping
UV. I need to unwrap the UV of a product. I'm looking for a solution to
unwrapping UV Automatically. And, also I would like than the UV map
is meaningful for a non-3D user. So he can open the map into Photoshop to
paint it and he will not need to take of the distortion you…
I'm currently cleaning big maps for a game and all the UVs needs to be in the 1:1. I'm using TexAtlasGen for the splinting but it gives me some errors and not all meshes will split. SO! I need a quick way to check my UVs. In maya i would just have my UV-editor open and mark the object i want to see. But max have such and…
blue shaded uv's mean they are mapped non mirrored.. red shading means they are mirrored. when you get purple that means you have mirrored uv's overlapping non mirrored uv's. When you get darker blue's means you have overlapping UV's. The texture stretching is due to the fact that you have straight uv's on a non straigt…
Haven't been able to find replacements for a couple tools that were in Chuggnut's UVTools script, which has problems but's been abandoned. Diego Garcia fixed it a little, but also abandoned it. A tool to evenly-space selected UV verts along a line. The Sketch UVs tool that's already in Max does it, but it's a lot of…
I looked today into this and I might be able to script something in maxscript that would render selected edges with aliasing, so the lines would not be smooth just like a regular UV screen grab in max. I found some script snippets that select hard edges (smoothing group wise),- once those edges would be selected the script…
here's the specifics of what's happened: I am working between 3DS Max 2015 and Mudbox 2015. I modeled a low res model in Max, threw some crappy 3-second UVW unwrap on it, then took it into Mudbox and did my hi-res sculpting. Then I exported the adjusted level-0 low-res model from mudbox back into Max, and did proper good…
so i have 2 diferent poses one has the uvs, when i try to to copy the uvs from one model to an other one wich has a diferent pose i get these results first is the original the uvs seems fine, but when i copy the uvs to the next pose i get these results can some1 help me? for 3 hours now i'vbeen trying to fix it
Whenever I UV map something, it's always in the wrong orientation in the UV edit window. Is there an option or procedure that I'm forgetting about? It's flipped the wrong way, too. Yeah it's easy to orient my UVs, but there has to be something I have/don't have checked that's causing the orientation screw up. Thanks!