3ds Max :: How To Show More Tiles In UV Unwrap Modifier
May 3, 2012am going to be doing some separate patches for a model and was wondering how to show more tiles in the UVUnwrap modifier if possible?
PLAY
am going to be doing some separate patches for a model and was wondering how to show more tiles in the UVUnwrap modifier if possible?
PLAY
As mentioned in my topic before, I have recently reverted to Max 2008.
I am doing a bit of Unwrapping, however I am missing the unwrap spline tool found in the Unwrap UVW modifier in more recent versions of max.
Does this exist in 08?
I'm using the UVW unwrap on a plane I am currently working on. The bitmap is the exact same size as the print screen of the flattened map but when I bring in the bitmap to match up with the unwrapped modifier the bitmap is completely skewed to shit.
So I uncheck Use Custom Bitmap Size and then it does this. It makes my object much wider than it actually is and there is no way to adjust it because the scale tool only works on the whole object at the same time and not just one axis.
I have a model, made from only squares.
Now I want to reset all the faces in the Unwrap modifier. This is hard to explain. I want every face to match the texture, so the UV coordinate of all the vertices should be (0,0), (0,1), (1,1) and (1,0).
I am using 3ds max 2014 and have not been able to select faces when using the Unwrap UVW modifier. My only choices are vertex, edge and polygon. I've tried to use flatten mapping with polygons instead of faces, but I'm not getting the results I want that way.
I've made sure that everything is converted to editable poly. I've re-imported everything to see if that changes anything, and still nothing. I'm attaching a screenshot of my unwrap uvw rollout in case that's useful.
I just sat down to use 3Ds Max '12 for the first time today after upgrading from 2010. This will probably be a simple fix, but I can't get any text to cap with the extrude modifier or bevel modifier. It happens with every typeface I've tried. I even tried using the cap holes modifier. Never had this problem with previous version of 3Ds.
View 8 Replies View RelatedI want to start with a regular 2D layer...
Wrap it to a 3D sphere and clone out the seam and correct the look of the poles of the sphere.
I now unwrap the 3D sphere back to a rectangular 2D image in CS4 Photoshop Extended? If not in PS can I export as a 3D file and unwrap in Blender?
When I do the UVW unwrap then chose to flaten the map I get little pieces that are "broken off" the main map what would case this?
Plus on a side note I can't do a search in these forums it tells me that I "don't have access to this area".
Having issue with the Unwrap UVW tool. When I open up the UV Editor and try to edit a texture using Freeform Mode I'm unable to grab the handles without the tool attempting to use rotating mode. I don't want to rotate the texture, I want to grab a handle and stretch the texture either vertically or horizontally.
Additionally, when hovering the mouse over other handles, the tool goes into Scaling mode. After trying different options, including turning off and on Real World Map Size and Generate Mapping Coordinates, the Freeform Mode tool continues to be stubborn defaulting to Rotation and Scaling mode only. I'm starting to believe the tool is broken .
URL....a project I have that was working fine up until I opened it today and tried to edit it a bit has stopped loading the UVW map onto the object. Did I somehow disconnect it from the editable poly or activate something I shouldn't have?
View 1 Replies View RelatedTrying to spline map a chacker map onto a simple spline that has been converted to an edit poly using the Unwrap UVW modifier. Here is the process that I went through:
1) Draw line
2) Array a 2nd copy in the exact same place
3) Create radial thickness on the copy under 'Rendering' rollout.
4) Convert to editable poly
5) Apply checker map standard material
6) Add 'Unwrap UVW' modifier
7) Under 'Unwrap UVW' modifier select 'face' sub-object
8) Select 'Spline Mapping' (in 'Wrap' rollout)
9) In 'Spline Map Paramters' dialogue box select '- Pick Spline -'
10) Select original line.
The UVW gizmo should be tightly fitted to the object with the checker map nicely mapped following along the spline but instead I'm getting a huge UVW gizmo and horrible mapping (see first attachment).
The second attachment shows what I'm trying to achieve. Also.. it works fine when the spline is very large. Is this due to my system units being set to meters?
I am currently trying to unwrap a weapon for texturing and some of the faces are flipped only in the UV Editor. I have the option under xView Flipped UVW Faces checked on and they only pop up when I have the Unwrap UVW Modifier highlighted and in use. I've tried to flip them or mirror them under the editor but it doesn't seem to work. Under Edit Poly, Flipped UVW Faces isn't applicable. I even tried deleting a polygon and creating a new one in its place but I get the same result. I also reset x form just to see what would occur and they are still there. I'm to the point that I think it isn't as big a deal as I'm making it out to be but want to get a second opinion before I move on to unwrapping.
View 2 Replies View RelatedI created a planar projection and then I couldn't move the selection in the Open UV Editor. I found that you can't move them if the vertecies are moved in the W direction, so to flatten them. It sounded odd, but I thought I'd look into it.
So naturally I ctrl+click on Vertex to convert my selection. Both are selected now?
I went back and forth a couple times, and I still can't move my selection. It only scales, and it's pinned in the top right corner.
I exited that and went down to the base, editbale poly vertex, made a selection, and converted it to faces. Worked like I expected (and is also poorly documented in the help file because I knew it was there somewhere but couldn't find it).
I went back into the Unwrap UVW modifier and I can now move the same selection. So that's fixed, but I'm still wondering how to convert selections. I can't get it to work.
I have been having some issues within the unwrap editor and do not seem to find a similar question here. Basically we are creating models of tractors so the left and right sides of certain parts are just a mirror of each other. Regardless of which piece I'm applying the modifier on, when I save the UVW and apply it to the complementary/opposite piece on the other side the unwrap looks perfect, however the textures look stretched/warped. The only way to correct this is to reset the unwrap and re-flatten and redo the whole piece (unwrap) again. Basically not saving any time by "loading" the previous unwrap that I had just saved. Since the unwrap itself looks like the saved one BUT I was wondering if somehow the vertices are being swapped like X is now Y, Z is now X, etc. The viewports show the XYZ orientation still correct but the UNWRAP seems to be different.
View 5 Replies View Relatedhow to unwrap UVs in symmetrical mode? In Headus UVlayouts, we just set only one side of the geometry (exp human head model) and then we mirror it to the other side. Is there any possible to do it in native Unwrap UV in Max?
View 2 Replies View RelatedLooking for a way to UNWRAP or FLATTEN artwork such as a LABEL from a cylindrical shape such as a wine bottle? Something that is correct in proportions when extracted. I can kind of do something like this in photoshop using the WARP tool...but too clumsy and not accurate. I have also tried using 3D Studio Max which is my best bet, but wondering if anybody knows anything about what I am looking for.
Wonder if the 3D layers in PS CS3 may help? I used to also use the 3D transform plugin....but the UI screen is too small to work in all the time and has been removed and have to reinstall each version.
I usually have digital photos or traditional photos taken at perspective angles, and need to extract the curved artwork from the curved surface to a flat surface. I have also used Canoma, but not high enough resolution and detail for the 3D cylinder shapes.
I know previous versions of Max have this feature. When you do a planar projection on a face it should retain the aspect ratio of that projection rather then squashing the UVs to fit in the entire box.
Not having this work correctly results in the user having to rescale the UVs so they aren't squashed again and its a waste of my time.
Is there a "Keep aspect ratio" option I'm missing when using the Max 2012 UV projections tools?
the scaling of UVs in the unwrap editor seems to be completely messed up.
View 9 Replies View RelatedIs there a way to re-arrange the rollout bar/option, from the right side to the left side of the Edit UVWs window?
View 4 Replies View RelatedI have a skinned mesh and want to remap the UVW's on it.
I apply an Unrwap UVW and move the UVW's to channel 2, but when i edit them there is no update in the viewport.
Max 2013 64 + PU5
Is there a function, script or way to use the type-in transform tool in the unwrap edit window? I know there was a script (Unwrap Tools 1.6) a few years ago I used with 2009 but you had to overwrite max's default unwrap edit window, and I don't want to do that. I'm using 2012 design now
Here's a screenshot of "Unwrap Tools 1.6"
I just downloaded de Maya 2013 bonus tools, and when I use the auto unwrap tool, the buttons that used to cut, select, continue even cancel dont show; but the "click area" still works, the problem is to find it
In Maya 2012, this plugin works fine unfortunately I dont have access to that version anymore.
I select the edge and I click unwarp with roadkill, but nothing happens. in the MEL bar gives me this error: Warning: file: C:/Program Files/Autodesk/Maya2011/scripts/RoadKill.mel line 177: Option "Use legacy vertex order" will only take effect when option "Multiple Objects" is enabled.
View 1 Replies View RelatedI really like the update of unwrap UVW in 3ds max 2012. But when I want to unwrap large object, it is so slow, lagged and dragging. I switched D3D, but it did not work as well.
View 6 Replies View RelatedSometimes when UV unwrapping, the map, for some reason ends up as individual tiles, even though the mesh is a single object. How can I fix that? Every single polygon has thick, green lines - like seams. When generating normal maps, it simply comes back as 'squares' of nothing, but laid out accordingly to the UV layout, so it's useless and holds no detail what-so-ever.
There are no inverted faces or overlapping faces, so that is not it. I can't weld every single vertex - there are thousands of them, of course, so it's rather baffling. The vertices, though, are connected, so that too is not the problem.
Another annoying difference between Max 9 and 2012: I have to select the Freeform Gizmo for every instance of an Unwrap UVW editor. It seems the new default is Move Mode and in Max 2012 there is no memory of the last selected state. Ug!
The 'Save Current Settings as Default' is not useful.
Any ini setting which will set the Freeform Gizmo to the default?
I have access to OS tiles that I need to put on to a drawing and I copy and paste the tile into modelspace then add my blocks and all looks good, then close the file switch off computer.
Next day come into work switch on computer load 2012LT, open file and the drawings have gone except for the outline of the tile with the path name of that file (Like a broken Hyperlink)...
Do I have to somehow import the file in to the drawing to stop this from happening somehow?
how I would lay out my photos to be printed onto tiles.
For instance, printing a photo, to be printed onto 9 4" square tiles, to be placed together as one large tile mural on wall or as backsplash, that would be 12" x 12".
How would I go about 'cutting' the photo in 4" squares and pulling them apart, to get the look I want?
I just upgraded to CS 4,
I did a search for "Bigger Tiles" in Extensions and found a folder explaining the plug-in, but no plug-in for it.
View 1 Replies View RelatedI've got a model with uv tiles that I painted on, all good so far, exported out the maps.
now I need to move some of the uv tiles and my question is, how do I reassign the textures in Mudbox so that they appear in the new position of the corresponding tile? Is this possible?
When using the following filters in Photoshop CS6 all updated installed:
Adaptive Wide Angle
Lens Correction
I get the following error:
No more virtual tiles can be allocated.
I have 8 GB of RAM and 100 GB free on my only partition and a GeForce 880 FX graphics card.
For this test I am using a small 2 MB 1000x500 px jpeg image. But I tried with a lot of different images.
I already deleted the Photoshop settings and played around with the performance settings.