sorry for posting another question but i do need help :) so what i don't know right now is whether to create the uv and textures for the body eye and hair in the same uv tile or no ? should i go for a uv tile for the eyes and body and another for the hair eyebrow and eyelash? i already have all the equipment and cloth of…
so I'm working out some uv's for one of my characters that is already animated, but I'm running into so problems... Whenever i play the animation back, the uv's distort horribly. Frame 0 (T pose frame where i unwrapped the character) is the only part of the entire animation where the uv's are legible. Using maya 8.5
all engines i know are reading uvs outside of the 0-1 space... if you scale your uvs up 10 times you get a tiled texture... and if you move the uvs to 1-2 it will also work cause of the wrapping... if you are goin to stack uvs in 0-1 with different textures you need two materials to get them working... and if you move some…
What is a good free UV mapping tool that allows me to copy and paste UV maps from objects that are similar? The one that 3ds max has built in always heavily distorts the uvs for me when I copy and paste.
In Modo, it's very easy - hit Rotate UVs from the UV tools. It sets the UV coordinates for each vertex to be the UV coordinate of the next vertex of the polygon.
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…