hehe, thanks for the praise i spent 2 hours hunting down reference of the VW bus, and created it first. then i added turtles specific details, and scaled it a bit. i started texturing it. pizza table unfolded. closeup of the controls. the rear of the computers. in case something go wrong, Don can open up the left door and…
so ive been using 3ds max for quite some time now..for lowpoly stuff but recently i started to make over 4k poly models and uv maping and unwraping over 4k models is not so fun..so my question is..what tool should i use for a better and fast uv map? mudbox zbrush 3d coat 3d unfold others?(wich ones)
Tried search: nothing found. Is there any good solution to create new geometry based on reference mesh? For example if you have a cylinder and you want to model something to it's surface - how do i do that? I could just move verts a lot or unfold the mesh and later fold it back but that's not what i want. I want just that…
Why not just do a cylindrical unwrap to begin with, pin the central faces, then unfold? Or just do a slight manual scale of the outer bevelled edge. I'd be interested to know if the max version of the tool does anything different/better when fed the same UVs. Really fighting the urge to ramble about how spoilt the young…
My hero! I did it slightly differently. Planar Map on the z-axis, Selected Edge Loop and then unfolded strip from loop. Basically gave me a night flat unwrap and seems to work really well! Either way, I wouldn't of done it with your advice! Much appreciated - you've no idea how long I've been sat here racking my brain
My UV editor has a "Tear off faces" -tool, along with lots of other features. http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/nightshade-uv-editor You select your faces, click a button and those faces are "torn off" and converted to a UV shell selection. Then hit the unfold button, select the shell…
Still learning Maya at the moment. I got a question about UV mapping. I unwrapped this chair I'm working on; I used the unfold option, sew and stitch etc. Now, when I try to move the object, it starts going through these loading bars in the lower left hand corner (see image): What's going on here? It's like it's baking all…
https://vimeo.com/164412661 This is a stylised paper world animation showing a concrete mixer traveling through the unfolding world it helped to create. Produced using 3dsmax and Vray. Animated using many offset keys, path constraints , multiple bend modifiers, slices and visibility tracks. Please share, enjoy and ask…
Hey Is there a way to make a point to point selection aka shortest path between two points or edges in max(script) ? My mesh is triangulated so loop tools wont work. I need something like the edge tool shortest path of unfold 3d, if you are familiar with it. Thanks ! edit: i can do it in the unwrap modifier in max 2012 but…
flatten mapping tends to create a lot of unecessary UV islands. It also assumes that curved surfaces are planar which causes these unecessary splits. I have seen people get a decent result from using flatten mapping and then stitching pieces back together. However that's the slow way to do it in my opinion. I prefer unfold…