Psy Posted November 7, 2010 Report Posted November 7, 2010 Whenever I attempt to cylindrically map this pillar this happens... How come middle section is off-set slightly and how would I fix it? I want the faces of 1 to be in place of 2 without me having to manually break the faces off, move them across, them reattach them. Quote
PogoP Posted November 7, 2010 Report Posted November 7, 2010 Not really sure why it's doing it, but it's really easy to fix. Just select the faces on the left, break them off the UV map, and then stitch the edges on the other side. No movement required. Quote
Psy Posted November 7, 2010 Author Report Posted November 7, 2010 Ahah! That's super useful. Thanks for the help. Quote
-HP- Posted November 7, 2010 Report Posted November 7, 2010 What PogoP said works but it's extra work than it's needed. With the cylindrical projection still active, notice how you see the gizmo in the object and a yellow cage, select rotate and rotate the projection around the object, or move it even. What i use to do is, I press reset, than I scale and rotate the projection around my mesh and look to the UVW window until I have the result I want. Quote
Pomperi Posted November 8, 2010 Report Posted November 8, 2010 I've never actually used the cylindrical mapping in max. The way I do all my uvs are by simply projecting the whole model using quick planar or similar, select the edges where I want my borders, break and relax by face angle. Works for pretty much any shape and gives you full control over your shells, and it's quick Quote
-HP- Posted November 8, 2010 Report Posted November 8, 2010 It depends really, when your object is very cylindrical, might as well use the cylindrical projection, and be done with it. But to be honest, what I use in 80% of my UV's is the "Unfold mapping", it's the do all be all tool in the Unwrap UVW in max and I couldn't live with out it! Assign it to a key and it's all you need! Quote
deceiver Posted November 9, 2010 Report Posted November 9, 2010 Hmm, is the unfold mapping kinda like pelt mapping? Because I find what's really missing from max that maya has is a solid unfold function like maya has (this one is like a pelt mapping unfold) as well as it's other unfold function where you can dictate your UVs to unfold horizontally or vertically or both...really practical! Do you guys use any UV plugins or some such for max? Like I said, so far, UVing in Maya > UVing in Max Quote
-HP- Posted November 9, 2010 Report Posted November 9, 2010 Max UV editor takes a while to get used to it... ok, maybe more than a while, but it's very powerful! Here's the only plugin i use: http://renderhjs.net/textools/ moar info: http://www.polycount.com/forum/showthread.php?t=69736 http://www.youtube.com/user/renderhjs#p/u Quote
ElectroSheep Posted November 10, 2010 Report Posted November 10, 2010 UVing in Maya > UVing in Max Quote
Bunglo Posted November 10, 2010 Report Posted November 10, 2010 Max UVing is super easy, it takes longer to pack the UVs than unwrap the model. Relax tool = win. Quote
Psy Posted November 10, 2010 Author Report Posted November 10, 2010 Okay, okay. Another question regarding UV mapping but this time...a chamfered box! Now what would the easiest and quickest method to unwrap it like so? Quote
Pomperi Posted November 10, 2010 Report Posted November 10, 2010 UVing in Maya > UVing in Max I actually agree with deciever. Max has some cool features and plugins for unwrapping, but I really hate how it's implemented. Instead of just being able to access your uvs directly like in Maya you have to apply a modifier first, which means you can't simply use you uv editor to make selections on your model or unwrap several objects at once without collapsing the for instance. I don't mind unwrapping in max, but off the bat I prefer the one in Maya. deceiver: The Relax tool with Relax by Faces is pretty much equivalent to maya's Unfold. For plugins I second HP with the textools! Such an incredible little plugin. I also like http://fearthedevil.com/words/?p=117 for scaling, rotating, mirroring and offsetting uvs, perfect when you need to change texture dimensions or offsetting overlapping uvs when baking. HP: I haven't used the Unfold in max before will give it go, thanks for the tip Psy: Selecting the edges on your model, breaking them and relaxing is probably the most convenient way. Quote
deceiver Posted November 11, 2010 Report Posted November 11, 2010 UVing in Maya > UVing in Max deceiver: The Relax tool with Relax by Faces is pretty much equivalent to maya's Unfold. For plugins I second HP with the textools! Such an incredible little plugin. I also like http://fearthedevil.com/words/?p=117 for scaling, rotating, mirroring and offsetting uvs, perfect when you need to change texture dimensions or offsetting overlapping uvs when baking. Yeah, although it's pretty hit or miss sometimes. Still sad there's no option of unfolding vertically and horizontally though in Max like the 2nd unfold in Maya (kinda dumb they named both those functions the same, but you know what I mean I think). So useful for cylindrical shapes and such! Nevertheless, all around, really like modeling in max better. Cut ftw! Really getting the hang of UVing in Max as well with each model completed. One thing though, I assigned Y for stitch for when I UV, but sometimes the shortcut randomly decides not to work? Even when I play with the toggle, nothing! Sometimes happens with some functions while modeling as well, gets kinda annoying since you have to restart the program each time it starts doing that. Quote
Bunglo Posted November 11, 2010 Report Posted November 11, 2010 The only time I've had problems with hot keys is when I accidentally turn the override toggle on/off :\ Quote
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