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goatrape
09-09-2004, 08:12 PM
Hey guys, i recently just switched from maya to max and i am trying to get a stronger grasp with the ins and outs of the program. I have posted my questions with this prgram before and as usual the responses from you all have been very helpfull and to the point (better than any answer you can find in a book). So once again I would like to ask a couple of more stupid questions and hopefully I can get some good feedback.
Im a little confused with texture mapping in max, I have gone through the help files whenever i get the chance but they dont always give me the answer im looking for. When you want to unwrap something in poly mode do you use the UVW Unwrap modifier and seperate it out piece by piece? Or do you use planar, cylindrical, box maps in conjunction with the UVW modifier?
In maya all you did was select the faces you wanted and applied the correct mapping and it all showed up in the UV editor.
My understanding was that in max you have to have the UVW modifier added in order to get the editor working? My problem is that when i do this i dont really know how to apply planar, cylindrical, box maps with it nad have these projections show up in the editor.
I really dont have an easier way of explaining this, I hope that someone can make sense of this or maybe explain how you unwrap an object.

Multimediaman
09-09-2004, 08:57 PM
3dsmax mapping procedure (bakes mapping into mesh)

1.) select polys to be mapped with shared sides (if a headlight of a car consists of 3 polys, and you have one texture set for the headlight, select all 3 polys)

2.) apply a UVW Map modifier to those selected faces

3.) click the plus next to the UVW Map name of the modifier in the stack
([[+] UVW Map]
[+] Editable Poly)

4.) The menu should look like this:
[[-] UVW Map]
L Gizmo
[+] Editable Poly

5.) Click on Gizmo, and the orange rectangle in the viewports should change yellow. It should also have a green line on one side, and a line protruding from another edge.

These indicate the orientation of the map. The protruding line indicates the 'top' of the map, while the green line indicates the 'right' of the map. you can rotate, move, and scale this Gizmo around as if it were a regular object. Upon doing this, your goal is to put the map on the faces so there is as little stretching of the map as possible.

6.) Apply a UVW Unwrap modifier

7.) Click the Edit Button that appears in the Modify tab of the Command Panel, and a window should pop up, from there you can further manipulate the individual verticies of the mesh and see how the faces they pertain to fall on the map

8.) when finished, right click in the viewport, and convert to editable poly.

9.) every once in a while, to prevent your mesh from corrupting, you probably want to use the Utility tab of the Command Panel to Reset the Xforms of objects you're actively modifying.

10.) repeat previous steps until your object is fully mapped out

hope this helps

... oh yeah, and alternatively to steps 3 - 5, if you just click the word UVW Map, it selects the gizmo as the default subobject selection, I was just trying to show what that little click actually does

goatrape
09-10-2004, 03:05 PM
Thanks Multimediaman, it is just a totaly different approach than maya. I appreciate your help:)

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