Generating UV Coordinates
I'm looking for a tool that works like the DirectX UV Atlas. But I would prefer a plugin for 3D Studio. Or at least a tool that can save a format that can be imported into the program. If you don't know what UV Atlas does, check this out. This type of support would really speed up my modeling work. If no one knows of such a tool, maybe someone can explain how you go about such things? For example, consider having a complex mesh such as a human head. The nose alone has 3 primary directions. And some of the polys might need mapped from the front - so that's 4 UV settings just for a nose. I'm looking for a quick way to unfold as much of the mesh as possible and let me glue the peices back together. And of course, not every single polygon. Am I missing something? Is there already a way to accomplish this in Max? Thanks for any help [smile]
Add an Unwrap UVW modifier.
Click Edit.
In the UV window, select Mapping -> Flatten Mapping.
Adjust the angle and hit OK (higher values will give fewer chunks).
Unfortunately, all the really good UV tools are being put into 3ds max 8, which of course isn't out and will be horribly expensive even when it does.
Click Edit.
In the UV window, select Mapping -> Flatten Mapping.
Adjust the angle and hit OK (higher values will give fewer chunks).
Unfortunately, all the really good UV tools are being put into 3ds max 8, which of course isn't out and will be horribly expensive even when it does.
_______________________________________Pixelante Game Studios - Fowl Language
That's crazy. I've been trying to use the unfold routine and have never even noticed the flatten option. I need more sleep.
Is there any way to get this routine to keep the polys rotated as close to their facing as possible? For example, if you turn the angle up really high, some of the faces will be completely sideways (in the view) on round shapes. Is there a way to allow stretching some of the edges to keep the polygons as flat as possible? In case I'm still not making sense, another example. If you map a sphere, cut it in half, then map and turn the angle up to maximum. I would like for there to be two clusters with all of the polygons laying flat on their normal - having the edges stretch just enough to lay them flat (or a stretch value option). Yet another example. Map anything, use unfold mapping with Walk to closest face on. I want that result, with the clusters aligned better, not overlapping each other, and welded together. Guess I'm asking for too much :)
In any case, this is really nice. Thanks for the help.
Is there any way to get this routine to keep the polys rotated as close to their facing as possible? For example, if you turn the angle up really high, some of the faces will be completely sideways (in the view) on round shapes. Is there a way to allow stretching some of the edges to keep the polygons as flat as possible? In case I'm still not making sense, another example. If you map a sphere, cut it in half, then map and turn the angle up to maximum. I would like for there to be two clusters with all of the polygons laying flat on their normal - having the edges stretch just enough to lay them flat (or a stretch value option). Yet another example. Map anything, use unfold mapping with Walk to closest face on. I want that result, with the clusters aligned better, not overlapping each other, and welded together. Guess I'm asking for too much :)
In any case, this is really nice. Thanks for the help.
That falls under the "good UV tools" of 3ds max 8 category.
But, there are some scripts you can install which might help. Although I haven't tried it yet, personally, I've heard good things about uvHelp. Follow the instructions and it should help to do what you want.
But, there are some scripts you can install which might help. Although I haven't tried it yet, personally, I've heard good things about uvHelp. Follow the instructions and it should help to do what you want.
_______________________________________Pixelante Game Studios - Fowl Language
Ah wow, then you should try it. It works really well. The only situation where I've found that it fails is when you try to undistort something that has mapped faces pointing opposite from each other. Using flatten mapping with the undistortion script is really going to help.
Thanks again :)
You just cut my development time in half :D
:D
Thanks again :)
You just cut my development time in half :D
:D
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