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Ronin123
01-05-2006, 02:37 PM
Hi
Ive built a larger complex model(first time) an now id like to texture it
i made an uv map with all its part and this one sucks because all part are way to small!

i Know that there are existing threats that deal with my problem but they are all unsatifactoring

in one thread they say just select the polys and then apply uvw unrwrap

i did so but now i cant select single faces anymore (AND I HAVE TO SELECT SINGLE FACES!!)
i also cant use the "planar Map" button anymore

why is that ?
what am i doing wrong?
has anyone a good tutorial for doing multiple UVs in max

Thx

Ronin123
01-06-2006, 12:51 PM
I need help on this

please somebody answer me!!!

Jouko
01-06-2006, 02:29 PM
Hi
Ive built a larger complex model(first time) an now id like to texture it
i made an uv map with all its part and this one sucks because all part are way to small!

i Know that there are existing threats that deal with my problem but they are all unsatifactoring

in one thread they say just select the polys and then apply uvw unrwrap

i did so but now i cant select single faces anymore (AND I HAVE TO SELECT SINGLE FACES!!)
i also cant use the "planar Map" button anymore

why is that ?
what am i doing wrong?
has anyone a good tutorial for doing multiple UVs in max

Thx

Hi! I'm not very clear about your problem, you need to be more specific but I try to help as much as I can..

I never use directly the unwrap modifier, I think that it's much easier first separate your object's polygons in sub object selections, then apply the uvw map modifier to the selection and then apply the unwrap modifier just to get to edit the mapping in the UV editor..

What this mean is that you can unwrap your object in object level, and sub object level (polygon level). Sub object mode works like this: You select the specific polygons in the modifier, then the polygons still selected, you apply the uvw map modifier and set your UV gizmo to the way you want it and after that you apply the Unwrap modifier so you can edit the map in the UV-map editor.

The great thing doing it this way is that you can map different pieces of the object in the way you want, without having to brake the object in separate pieces.

Because you already have a selection in your sub object level, you can't make any new selections in the unwrap modifier. What you can do now is that you collapse all the modifiers (the UVW map and Unwrap modifiers) to the base modifier,
let's say to the editable mesh.

After this, apply the unwrap modifier to the object in object level. By this, you don't have any sub object selections in your object and now you can make selections in the unwrap modifier. And the collapsing doesn't lose it's information about the UVW coordinates because they are already stored in the object, and it remembers them no matter what. Unless you apply a new UVW map to the same selections that you have mapped already.

Well, this is the way I do it.. I also apply to my selections the marerial Id, before I map them, so now I can jump between different material Id's in the editor without having all the maps on the same layer. And material id's comes very handy with the multisub object material because I can apply different materials in on object.

I don't know if this is any help but I try to help the best way I can... If there is something you didn't understand then ask again and I try to help.. And sorry for bad english.. And long answer! :D

Ronin123
01-06-2006, 05:51 PM
Thanx for your reply thats really a good way and i didnt know it before but im still not happy with it....

so now im gonna be more specific (maybe what i want do do cant be done (i dont know))

Ive built this Worm
http://www.lgw-abi04.de/worminet.jpg

and now i want to detail it
ive also already built a complete uv map (with uv unrwrap)
http://www.lgw-abi04.de/gesamt uv.jpg

http://www.lgw-abi04.de/gesamt uv aufmodel.jpg

but for different reasons
i dont like this uv map anymore (1. its all too small 2. i want to detail part with zbrush)

so i took parts of it and detailed them (like this)
http://www.lgw-abi04.de/aussenhaut uv.jpg

http://www.lgw-abi04.de/aussenhaut uvaufmodel.jpg

and i dont want to transfer this to the first uv map
so i'd like to use these partial uv maps on the whole model (the whole model would in the end have sth like 3-4 uv maps)

but because i made these uv maps when i copied the parts into a new poly they wont apply on a part of my whole model

is there any solution for this or am i just stupid and want to do sth impossible

thx

Jouko
01-07-2006, 08:13 PM
Thanx for your reply thats really a good way and i didnt know it before but im still not happy with it....

so now im gonna be more specific (maybe what i want do do cant be done (i dont know))

Ive built this Worm
http://www.lgw-abi04.de/worminet.jpg

and now i want to detail it
ive also already built a complete uv map (with uv unrwrap)
http://www.lgw-abi04.de/gesamt uv.jpg (http://www.lgw-abi04.de/gesamt%20uv.jpg)

http://www.lgw-abi04.de/gesamt uv aufmodel.jpg (http://www.lgw-abi04.de/gesamt%20uv%20aufmodel.jpg)

but for different reasons
i dont like this uv map anymore (1. its all too small 2. i want to detail part with zbrush)

so i took parts of it and detailed them (like this)
http://www.lgw-abi04.de/aussenhaut uv.jpg (http://www.lgw-abi04.de/aussenhaut%20uv.jpg)

http://www.lgw-abi04.de/aussenhaut uvaufmodel.jpg (http://www.lgw-abi04.de/aussenhaut%20uvaufmodel.jpg)

and i dont want to transfer this to the first uv map
so i'd like to use these partial uv maps on the whole model (the whole model would in the end have sth like 3-4 uv maps)

but because i made these uv maps when i copied the parts into a new poly they wont apply on a part of my whole model

is there any solution for this or am i just stupid and want to do sth impossible

thx

So you broke down your object in separate pieces? You have one solid object and a broke down copy with UV maps?

Well, I'm not entirely clear what is hapening in your scene but I hope I got It right this time.. so here is some help for you:

The key for having multiple textures in one object is material IDs and Multi/Sub-object material:

To have multiple tekstures in one object, you need to separate your polygons one from the other with material IDs.

Let's say you have a human character, you first select all the polygons that forms the head and apply material ID:1 to them , then you take the torso and apply ID:2, Arms ID:3 and for legs ID:4 etc..

Now, if you put unwrap uvw modifier on to the top of your modifier list and open the uv map editor (in object level), you see at the bottom of the editor that there is this little drop down menu called All IDs. When you open the dropdown menu, there are all those IDs, you applied to your object and now you can edit those as "layers".

When you have material IDs, the UV:s understand that these ID:s need to be in this layer and those IDs on that layer and not all in the same picture.

Then you can edit your UV:s the way you want, have particular pieces in different "layers", and so one you can texture them separatly. When you have tekstured those "layers" you just apply the multi/sub-object material to your object and define what material slot goes to what material ID.

This was just explanation on how to use material IDs and how important they are. This way you don't have to break your object down into separate pieces.

If I understood right, you already have broke down your model?
I suggest that you apply all those separate parts their own material IDs and then attach those parts back together to the original model. Because I don't think that you can transfer UVs from one object to the other.. Or yes, you can do it but I had never done it so I won't say anything about that..

When you have attached all your parts back together, and added those material IDs for each parts, now you should have your UVs in different layers. And now just take those UVs out of max and start to paint them and remember add that multi/sub-object material and define those IDs for each material slot and that should be it..

I hope you get something out from this :) Good luck!

csven
05-29-2006, 02:25 PM
Very helpful, Jouko. Thank you.

jetjaguar
05-31-2006, 01:56 AM
another way of maximizing your UV space; would be to have similar elements of your model sharing the same UV space. for example, in the uv unwrap modifier, select one tooth, unwrap it scale it. Now go to edit/copy(in the uv unwrap editor window) , deselect that tooth, select another tooth then edit/past. with this method you should be able to make a nice map without having to use multi/sub material

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