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View Full Version : Obtaining pixel perfect precision on polygon UVWs


crazybeans
23-08-2006, 08:11 PM
I am kinda new at 3ds max and have version 6.0. My question is probably intermediate. Here goes. I am modeling a large scale pyramid. I divided the inside and the outside into two separate objects. I am trying to texture the inside of the pyramid. The inside contains multiple rooms and corridors of varying size and polygon angles. I started mapping the inside with a UVW Map set to Planar, I then used the "collapse all" command and added an Unwrap UVW modifier. This is where my question starts. I can unwrap the polygons by selecting the faces and then using various unwrap methods to create seperate workable clusters but the problem is that after each unwrap method is executed the face clusters I unwrapped lose the same scale as the rest of the polygon clusters. I am wondering if there is a way to resize a cluster so that it is the same scale as all the other clusters on the UVW map. If I can do this it will give me pixel perfect precision when I go to make the texture in Adobe Photoshop... If you can imagine a texture's pixel as it is displayed in 3d space then you understand that the pixel will have a size when it is displayed on a polygon. What I am trying to do is make every single pixel from my texture display exactly the same size in the 3d space I created for the pyramid. Any suggestions?

crazybeans
25-09-2006, 10:21 PM
Is there nobody out there that knows how this is done?

BiG ToE-3DT
26-09-2006, 12:09 AM
place a checker material on the mesh after you unwrap it. If you unwrapped correctly, then a even checker should be seen across the mesh. If not, select the areas of the mesh that don't match up inside the unwrap window and try a relax modifier. But you shouldn't need to if everything is planar maps.


Post a screen grab, for more help.