View Full Version : Unwrapping UVW Question
Mr.Cartoon 11-06-2003, 06:08 PM When I unwrap my model using the texporter plugin some of hte polys appear red - the nostrils and around the ears. What can I do to correct this? Or does it even matter and I should paint over them anyway?
Thanks.
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Dave Black
11-06-2003, 09:09 PM
The red polygons indicate an overlap. It's texporter's way of telling you to fix your uvs.
You can turn off this function in the texporter panel, but I'd leave it on as it's an indication that something ain't right.
-3DZ
:D
Mr.Cartoon
11-06-2003, 09:11 PM
how could i fix this?..
Dave Black
11-06-2003, 10:40 PM
Well, the answer to that question is beyond the scope of a single post/thread. I suggest that you do as many tutorials on the subject as possible. UVWMapping, IMO, is one of, if not the most difficult principles for people to fully understand. I'm planning on writing some tutorials and articles on the subject soon, but until then, have a look at the tutorials page in the max sub-forum. There are a bunch of UVW editing tutorials there that are specific to Max.
-3DZ
:D
EricChadwick
11-07-2003, 05:43 PM
Until that day arrives (lemme know 3DZ!), one easy way to fix backfacing UVs is to stick a grid texture on your model, a grid with letters, so you can see where it is being flipped. Then just drag around the UVs until it looks correct. In max you can use the UV mirror tools on a selection of faces, will instantly flip them.
Here's a grid texture I use...
http://www.ericchadwick.com/examples/images/testgrid.tif
Mr.Cartoon
11-07-2003, 05:52 PM
thank you very much
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