Hawksmoor
06-29-2004, 09:32 PM
So in the grand process of working my way through XSI's modelling and tutorial I've come to the Texture UV editor - and part of me is loving it. The range of tools, the very helpful assorted projection types, the excellent snap and so forth are all superb.
The part of me that looks at the non welded but stuck together UV's is tearing his hair out in frustration. Its made moving vertices around frequently difficult - and occasionally mistakes like working in a small area (I have loads of different bunches of UVs for a games model) and realising I've been effecting vertices on another now messed up section.
I know that working at a vertex level with M+shift helps - but even so...:
a) Is XSI's unusual method of linking UV's together really seen as a good thing by the vast majority of its users?
b) Can anyone recommend a few tips/workarounds to make transfering from max that bit easier?
Cheers :)
The part of me that looks at the non welded but stuck together UV's is tearing his hair out in frustration. Its made moving vertices around frequently difficult - and occasionally mistakes like working in a small area (I have loads of different bunches of UVs for a games model) and realising I've been effecting vertices on another now messed up section.
I know that working at a vertex level with M+shift helps - but even so...:
a) Is XSI's unusual method of linking UV's together really seen as a good thing by the vast majority of its users?
b) Can anyone recommend a few tips/workarounds to make transfering from max that bit easier?
Cheers :)
