3ds Max :: Scaling Of UVs In The Unwrap Editor Seems To Be Completely Different?
Apr 10, 2011the scaling of UVs in the unwrap editor seems to be completely messed up.
View 9 Repliesthe scaling of UVs in the unwrap editor seems to be completely messed up.
View 9 RepliesI 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?
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?
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?
Ive never done a UV unwrap before. I have the polies i want peeled and stuff, and it looks accurate. However in the UV editor, the unwrap of the polies is too large..I want to scale up the checkered part of the UV editor, is there any way to do this? im kinda lost as to whether im supposed to scale that up or scale down the unwrap.
View 2 Replies View RelatedNew Responsive Scaling feature is great.
It's enabled me to add an Edge Animate file to my responsive Wordpress site using the Edge Suite Plugin.
Only problem for me is that although the 3.7MB file I’ve created scales perfectly on all devices it struggles to play on smartphones. (I assume it's too big and too power hungry to play smoothly on smartphones - even since I've added a pre-loader.)
So, in an ideal world, what I need is a separate low res Edge Animate file that only plays on smartphones.
Failing that, I’d be happy with a 'Down-level Stage' image which could replace the Edge Animate animation.
For a moment I thought I’d found a solution when I came across this Adobe TV movie: [URL]
Unfortunately this clever solution only works when the new Responsive Scaling feature is NOT selected. As soon as it is selected, the animation no longer changes from one layout size to another when the browser window is reduced.
I don’t mind whether the fix is in Edge Animate, Wordpress or the Edge Suite Plugin - I just want a solution!
I 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 .
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.
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.
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
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).
Is 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 RelatedI 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.
We've just started using an attribute in a dynamic block and I'm curious if there is a faster way to edit the text, like how you just click outside the dtext or mtext editor to save and exit. the editor.
We only need to edit the value field, not any of the other attritubes. I really like how the dynamic block is saving us some time, but the outdated editor is really irritating, and it's not always convenient to hit Tab then Enter on the keyboard.
Is there perhaps an alternate editor, or a way I can edit the value text in the mtext editor by default rather than opening up the Enhanced Attribute Editor?
System specifications: AutoCAD 2014 64-bit SP1, Windows 7 64-bit SP1, Intel Core i7-2600K, AMD FirePro V4900
16GB RAM, Crucial M4 SSD, 3 Dell Monitors (2 30" 2560x1600 & 1 20" 1200x1600)
I saw one video in which a Photoshop geek quickly launces his raw editor by clicking on a small, illegible icon in the lower right-hand of his Layer Icon in his Layers Dialogue but of course he doesn't explain how that works, and there is no such corresponding little sub-icon in MY Layers icon, and the word Raw doesn't even seem to show up anywhere in any menu. I know this has to be possible. I can open a raw file (.nef, in this case) the obvious way, but after switching it over to Photoshop I can't switch it back to the raw editor (?)
View 2 Replies View RelatedWe are designing some web graphics for a friend. By "we" I mean me and a guy who lives on the opposite coast.
He did the initial page layout/design as a PhotoShop tif, at 300 dpi, in layers and about 5 inches wide. The idea, on his end, was that it would be a small file size and, therefore, faster to download on my end. With me so far?
Anyway, I'm suppose to convert it to 800 ppi wide, 72 dpi, jpg. Sounds easy enough. Or not Do all the scaling and now the graphics don't look right. None of the layer effects are right!
How do I scale his graphic, for my purposes and, once it's the size I need it, have everything look the way he created it?
Example: Text at that 5 inch wide, 300 dpi size with a one point stroke on it looked find when the graphic was 5 inch wide and 300 dpi, but at 800 ppi wide and 72 dpi, it's all wrong
Is there a preference or something I should be clicking somewhere and I'm just missing it?
Photoshop CS6 was working fine until about an hour ago...now the shortcut it is gone. Looks like the app is gone completely. Went into Creative Cloud and it said CS6 had updates but I am receiving an error code U44M1I210. I am current on payment.
View 2 Replies View RelatedI have these two pipes, one is 4" diameter (running horizontally) and the other is 6" diameter running at a 30degree from horizontal angle. eventually the two hit, and at that intersection I need to make the 4" pipe join to the 6"' pipe, which then continues on its merry way farther down the structure. So I can extrude the two pipes, and I can even make a union and then remove the excess of the 6" pipe, because what I am really looking for is: a cutting diagram for the joint where the remaining 4" pipe hits the 6" section. A cutting diagram for the short piece of a Y joint.
I can make this image appear on my screen, but I am then stumped as to how to unwrap the pipe into a flat section so that I can see the curvature of the cuts required in planar view, for the real pipe that I have on my shop floor.