You have two UV sets on the object. The default upon creation and the one you made. Maya doesn't like to delete the default. Select the cube>select UV set map11>polygons>Copy Uvs to UVset map1. Delete the not needed UV set.
Hey guys, just checking if there's a Maxscript that does simply this: redo your model's smoothing groups according to UV seams. I figure, since it's best to do your UV's without considering the smoothing (efficiency first), you'd normally go for a single smooth group. But if there are UV splits, might as well do a few hard…
So, ive been working on my uv editing and unwrapping. Ive never been able to get the hang of it and as i suspected i was missing a vital mundane step. Welding. But when i flatten uvs, i start to weld edges, the uv start to deform. Even if i put the edges parralell each other i still gat deformations. Naturally texturing is…
I had a 2500 triangle mesh which was already UV mapped. but later I reduced it to 1500 triangles. The UVs were preserved despite the fact that I removed some verts, etc. (note: I collapsed the unwrap mod before editing the mesh) BUT some of the UVs got stretched. But this is ok I guess considering not all UVs got messed…
I was wondering if anyone had any advice for my situation. I have modeled a large tree with various roots/limbs coming off of it and some extra limbs to place around. Now the limbs and roots that I have intersecting are easy to uv and texture. Here is where my dilemma comes into play. I want to add grime or distinct areas…
Hi All, I'm currently looking into my 3dmodel on how to setup my uv's. As its a big mesh with lots of parts and I would like to have as much texture res as possible should I use mirrored uv's? I have posted a link with some more info here on the subject. Thanks in advanced.…
I was wondering if there were any tools like UV deluxe but for 3ds max, I love a lot of tools max has but there are somethings that really annoy me about it like their straightening tool and lack of tools to help align mirrored UVS, so just curious what are some of best plugins for Max's UV editor?…
I have been creating a diffuse map with many overlapping UV's for a house. I then repeatedly render out the UV over and over to reveal the overlapping faces. I take those faces and move them around by 1.0 units until each face has a unique space over the infinite tiling. This is how I have been creating my AO bakes.…
Hi guys! making a portfolio peace and stuck with UV. I have pretty long object and dunno how to slice it properly. I wanna make as little as possible seams and in 1 variant it's just streched out from some point because it need to be fit in UV square, and second variant where I add seams in the middle compensate stretching…
I'm also a Maya user, but as far as I know Maya has no built-in snap like that (I have a few friends who have scripted one, because it's damned useful, but I've never made one myself). I usually just eyeball it once I have the UVs completely done and a UV snapshot exported applied to the model's material (or a full…