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PixelPusher40
11-06-2008, 02:48 PM
I hope the attached image helps explain my problem.

I want to render a UV template to bring into photoshop and paint my texture (as I always do). But this texture I want to make is not square, I want it 2048 x 512 ratio.

Unfortunately, when I change the render w/h in the Unwrap options, it stretches my UVs too. And, in order to render them I have to "squash" them back.

what the heck am I doing wrong?

Thanks for any help!

Perversonality
11-06-2008, 03:02 PM
Make sure that all of your mesh is within the blue-outlined square/rectangle. That's the bit that gets rendered when you render to texture

PixelPusher40
11-06-2008, 03:07 PM
but when i do that my texture get's squashed.

Are you suggesting I squash my UV's to fit inside the renderable area, render my UVs, then re-stretch out my UV's to their original size?

Honki
11-06-2008, 03:09 PM
No he means just uniformly shrink the whole lot to fit inside that blue box.

PixelPusher40
11-06-2008, 03:14 PM
okay, I see what Max does... weird though. I shrunk everything into the box like you said... even though it stretches my UV's in my viewport, that won't matter in the end.

Don't know why Max does it like that... but it's okay...

Thanks guys!

Perversonality
11-06-2008, 03:17 PM
Every app has its little quirks... ;) It makes sense when you get used to it, but until then the UV stuff is still a little counter intuitive in places in Max

PixelPusher40
11-06-2008, 03:22 PM
ah yes... i see what i was doing. Max actually does it 'technically' correct. My original template texture was square, so it was being stretched.

A bit quirky yes, but it makes sense when you realize what it's doing.