View Full Version : (Help)2 problems with seamless texturing in 3ds max
07-16-2005, 09:57 PM
Hello dear friends
I'm an expert modeler un 3d studio max. but I have two problems with texturing in max
1- while unwrapping different parts of a complex body, the uv unwrap modifier automatically scales that part so that it could be fitted in the square in unwrapping window; after completing the whole body and collapsing it to an editable polygon, I assign a uv unwrap modifier to it again to have the whole mesh on one texture file. The problem is how can I scale different parts there to make these parts have the same ratio in the real body (for example I donít want the hand to be larger that what it is in proportion of the other limbs)
2- for having seamless textures after uv mapping in max I mostly use Zbrush or Bodypaint ,but if I donít want to use them and only use 3Ds max and Photoshop, what must I do ?
thanks for your notice
08-12-2005, 06:17 PM
Why doesn't any one notice my questions?
Please just take a look.
08-13-2005, 01:34 PM
With regards to question 2, theres a method which involves using the render to texture feature. You do this to your character and in photoshop edit and save it. However, I could never get it to unwrap manually in render to texture...
not much help, I know...
08-13-2005, 06:10 PM
Thanks a lot dear friend.
but I meant something else :
after rendering to texture and completing the uv mapping and exporting to photoshop for painting, how can we paint so that the seams does not appear. for example for the wrist and the hand, what can I do ?
don't you know about the first question? how the ratio of sizes between limbs could remain in the correct way ?
08-13-2005, 07:54 PM
How to get the seams out in photoshop?, it involves cloning/soft erasing. I'll go more into that if you want but I'm sure I've the wrong end of the stick...again.
As for your 1st question then, the only 'definate' and 'simple' method to get all the limb UV's ratio equal that I have used is when I used an application called DeepUV. There was seriously a button that adjusted all your uv's to keep everything equal. But then I started to think that was just daft...because you are better off making parts you are not going to see much (bottom of shoes, backside, under legs etc) much smaller in ratio so you can used the extra space on your map to make the important parts bigger (more high res)...
08-14-2005, 01:31 AM
I asked a question recently about scale of unwrapped segments to other segments... As far as I know the main method people use is to do it by eye, I use a checker map to help with this. You can make maps use a larger area of the texture space and therefore achieve a higher resolution in areas which need the detail (the face is the most common area for high res) but if those areas link to low res areas along a seam, no matter how hard you try to paint the seams away if the resolution is too different then you won't get it to work well.
There is a way to ensure the same scale for UVs on different parts. It is a bit tedious, but it works.
So if you really want the same scale for differents UV parts ...
Use the "Stitch Selected" feature on selected edges. Use different Mat Ids for different UVs so that you are able to break the parts off again if you don't want them to stay stitched together. After that use "Weld selected" on your parts for easier selection.
08-14-2005, 05:01 PM
thank you very much BOA
it worked for me about 90%
some parts could not be done like that . you ask which parts ? the ones with different kind o uv maps. you know what I mean ?
think of a cylinder comes out of a plane ; the plane has planar and the cylinder has cylindrical uv maps. by the way . i'll try it,
08-14-2005, 05:01 PM
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