I've got this issue in 3ds Max where I'm unwrapping an object and when I use the flatten mapping command in the UVW Unwrap modifier, the result is UV faces that are squished by approximately 2x the correct proportions. Even using the relax command won't set the UVs to correct proportions. To add to my dilemma, for some…
I have finished uv mapping 2 models in softimage, only to realize that it would have been better to merge them as one object, and then uv map them. the problem I'm having is that I can't figure out how to preserve the uv coordinates when merging, and I'd rather not remap the thing. can anyone help me with this?
"Same goes to MoI or cad done models . Even if you have to re-do some tessellation parts projecting UVs back is usually simple and done together with vertex/split normals ." Yeah picking up on what gnoop said, a few industry guys I know of swear by CAD workflows which I suppose their inhouse pipelines may support i.e. CD…
Hi. Maybe 3D-Coat is reading different UV sets based on the materials of your mesh. So... a couple of things: - press "wireframe" to enlighten the actual UVs that are detected from the software; - verify from the dropdown menu how many UV sets 3D-Coat is taking in consideration. If that was the case (multiple UV sets), try…
How do people handle mirrored or reverse UV coordinates with normal maps? I know in game engines, its done during model loading or something like that, but how would I take renders with flipped UV coordinates? I can think of a workaround (put flipped UV shells in -1 to 0 and invert the red channel in the pixel shader for…
So I have just started trying out UVing again in Maya after like a million years of not using it. Loving RoadKill for most things but I was wondering if there are any scripts or easy ways to unwrap strips into a perfect grid like fanshion much like UV Strip Straightener for Max? I basiclly want to be able to do this exact…
I think you will find that deleting an edge that is not a UV border edge, using the "delete edge" command; Maya7 will preserve UV's (or as per; the "delete vertex" command). Earlier versions do not preserve uvs. While we are on the subject, I would like to know if anyone else recognises how silly it is that the bevel…
Hi there. Up until recently I have been using 3d studio Max 2008 and Deep UV for fine tuning my UV's.I really like the functionality of Deep UV,especially for the unwrapping of characters . Now I have got 3d Studio Max 2011 and Deep UV will not work with it. I am looking for either a plugin or 3rd party prog that will give…
Please excuse the newb Question. I have 2 related questions (slightly cross-posted from another forum, that seemed a bit dead - no response) I am modeling a book, based on a scan of the books cover. Is it possible for me to add the texture to a mesh ( a plane of a box for example) THEN stretch and shape the mesh, but have…
https://www.youtube.com/watch?v=so3SQoageD8 What I wanna do is like this, but in environment and got multiple object. I can find some link that teach turn the model to AR, but that is very less source that teaching how to make a 3D model and the most important is the uv. I‘m using Maya. What I can find is only this video(…