Noob question. How do I go about making my UV space a 1:2 ratio without it squeezing my uv mapped object? For example... the first screen is 1:1 ratio, and I placed all my mapped objects onto only half of the width. Second screen, I change the ratio to 256 width, 512 height and instead of resizing my area, it resizes and…
The pixels won't stretch at all. When you import the 256x128 texture into max, the UV's are already fit to it. The UVs take up the whole square but you export the template as non square. I don't recall ever having an issue with it, but there are times where I lay out the UV's into the bottom 1/2, and use chuggnut to…
I just want to say THANK YOU xeno for mentioning the uv xform modifier. It turned what was going to be a fairly large and annoying task for me into 30 seconds of futzing in photoshop to figure out the exact % difference and typing those numbers into the modifier. Beauty!
Start out that way... =/ It's lame but the only real way to deal with it without scaling pieces is to start that way. Some times rendering your template and using pixel snap helps align the pieces again. I'd love to hear of a better solution if there is one...
You'll want to be careful with Chuggnuts tools, only a handful of features haven't been rolled into max. The vast majority of what it improved "back in the day" has been included in newer versions of 3ds. 3ds is unstable enough already I don't think Frankenstein'ing things will make it any better. Also it overwrites a key…
As someone above already mentioned get chuggnuts tools! I can´t live without them anymore. You can easily scale/offset pieces with it, along many more cool features. http://www.scriptspot.com/3ds-max/unwrap-tools