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#1 |
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Stilton enthusiast.
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Questions regarding UVW map in 3dsmax7
Hi there! I'm using 3dsmax v7.0.
I just have a few little questions about UVW mapping. I've been texturing stuff by UVW mapping multi sub-object textures onto objects, using Edit Mesh modifiers to define each new area. For the (relatively few) occasions when I have used this method, I have not needed to go back and edit the mesh. I am wondering what I would do if, for example, I discovered a problem and thus needed to modify the original mesh? With all those layers and Edit Mesh modifiers, wouldn't it be impossible to change any part of the model? This makes me think that this method is not very reliable, but the most obvious other option to me would be to use texporter and create one texture for the whole model. However, I have only ever used texporter once, and this was to texture a human head. It seems appropriate to use this method for the human head - a model which requires all textures to be as one. In this same light, it seems that it would be totally inappropriate to use this method for, say, an entire castle. My question, then, is 'are there (m)any other methods alike to the two mentioned above, and if not, am I missing something? Is it just a case of choosing the most appropriate method for the object you are modelling? Thanks! -yousrekh |
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#2 |
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"what I would do if, for example, I discovered a problem and thus needed to modify the original mesh?"
Thats pretty much why you use the 'unwrap UVW' modifer. Instead of having a huge stack you have it all in one modifier. ..and textporter dosent unwrap anything, it simply exports the mesh that you have unwraped. |
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#3 |
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So, are we talking about 2 seperate things?
1) Using stacks of Edit Mesh modifiers. 2) You use Unwrap UVW to get a 'layout' of the mesh, which you would then export with Texporter, right? Does this essentially do the same job as a stack of Edit Mesh Modifiers? Would it be acceptable to texture, say, a car with this method? It seems like it would suit organics better is all! Sorry to go on, I'm just trying to understand this. ![]() -yousrekh EDIT: I think I'm starting to get this! Am I right in thinking that you can use Unwrap UVW without using Texporter? When viewing the unwrapped mesh, can you select polys like you would on each Edit Mesh layer? I must try this when I get home! ![]() Last edited by yousrekh; 13-06-2005 at 09:21 PM.. |
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#4 |
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Not a zombie.
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I'm not sure if you really understand what UVW mapping is, so stop me if I'm jumping ahead.
When you apply a UVW map, you get a basic mapping choice(ie, box, sphere, plane, etc...). The Unwrap UVW lets you break down your mesh by hand. Both do the same thing, flatten your mesh. One just does it by a pre-defined shape and the other by what you select and flatten. Texporter itself is exactly as you stated, its just for getting your flattened mesh out of 3dsmax. Edit: errr.... never mind you got it |
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#5 |
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Ok, thanks for your help and quick responses! I'll try it out tonight, and if I have any further trouble I'll be sure to post here..
I wasn't sure if you could select polys on the "unwrapped screen", but it sounds like you can. This ability would, I guess, eliminate the need of stacked Edit Mesh mods. I don't really like doing it the Texporter way anyway.. I can understand why some people find it helpful, but it seems a bit messy (I'm a fan of precision!) ![]() -yousrekh |
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#6 |
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DeadlyFreeze,
When I texture my characters I usually use textporter but I'm kind of wondering if I have been using it in the most efficient way now. I usually end up cutting the character up (selecting and detaching sections of the mesh) into different parts so that I have portions that can be mapped really easy, giving me more of a flat undistorted area to texture. After I use textporter on all of the different sections I apply all of the images to them, then attach (matching materials IDs to material of course) and weld the character back together. When all of that is done, I texture the resulted textporter images in photoshop and everything applys to the model just fine if I pay close attention to my seams. Am I using this tool correctly in your opinion? I've got a funny feeling all of the sudden that I'm doing this the hard way. |
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#7 |
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Could anyone else answer this question?
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#8 |
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You should really make your own thread if you have a question, but I'll give you my two cents since you've already posted.
I don't think that work flow is particularly efficient, but that dosent mean theres anything wrong with it. The Unwrap UVW has lots of features that can help you break a mesh down in to individual chunks. You are essiently doing what UVW unwrap can do, except your way is physically changing the model. Last edited by DeadlyFreeze; 22-06-2005 at 05:21 AM.. |
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