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Groovedog
12-02-2002, 05:12 AM
I'm having a problem with unwrapping an object in 3dsmax5. As a quick example I have seperated the mapping for a hand.

I have broken it into three pieces by selecting faces in the viewport and "detaching edge verts".

When I try to "pack UV's" it leaves half of the texture area without any uv's. I have attached an example. The area I am concerned with is circled in red.

I thought maybe I had some stray verts so I went back to the editable poly level and "removed isolated verts" and "remove unused map verts". Then added the unwrap again. Same problem.

What am I missing. I'm not much of a texture artist (yet) but I'm learning. Any help would be greatly appreciated.

snot_nose
12-08-2002, 12:02 PM
did you applied a uvw modifier before the unwarp?
did you check if all your faces' normals point the same direction?

Chris Thomas
12-09-2002, 02:05 PM
imagine that you have two peices of paper that are the size of your hands, and another the size of the bitmap. Now, you are allowed to re-size and rotate those peices of paper, but they must fit inside the bitmap area, and not overlap. If you think about it this way, you'll find that Max has done just that and that it cannot use the space any better than it has, basicly it has two large chunks and it connot fit them into that space any more efficiently.
Thats the problem with this kind ogf UV mapping, it always tends to waste some space. try breaking the hand into smaller chunks and you'll find max will make a better job of filling the space, you can help it later by grabing and rotate scaling the peices to fit better, after all this is a visual problem that we can better handle than a "stupid" algorithm.

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