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#1 |
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Registered User
Join Date: Jan 2003
Location: CA
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Quick unwrapping questions
Two quick questions dealing with unwrapping a mesh in max.
1.) Is there a way to have the verts snap to one another? I turn on what looks like a snap button in the bottom right corner of the uvw unwrap window, but the only thing i can get a selected vert to snap to is the background grid. 2.) I see people who end up only texturing half of the front and half of the back of their low poly characters. I've heard some mention mirror imaging the uv's if the model is symmetrical. I know how to mirror image a mesh, but I have no idea how to mirror image a set of uv's any advice? Please bear in mind that I'm using max 5 here. Thanks. |
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#2 |
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use target weld for the verts.....select a vert and drag it to where you want it...... the cursor will change and it will snap to the vert your dragging towards
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#3 |
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Thanks. I found the the weld to target function and it works just as described. Now, does anyone know how to mirror the uv map from half the model to the other half? I know this is a common technique in game modeling (everything symmetrical, like hands legs, feet...etc) only get uv'd and textured once. Then somehow the uv's and texture are"mirrored" to the other half. How should I go about doing this in max 5?
Last edited by Damage_Inc.; 27-01-2005 at 01:10 PM.. |
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#4 |
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I don`t do organics....but as far as I know....you mirror your model not your uv map.
You should have a complete unwrapped uv model in your unwrap window....not half a model. You can use symetry on your model....then import the full model into unwrap mode. |
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