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View Full Version : uv mapping am I doing this right?


TheWriter
08-10-2003, 09:45 AM
Boy have I asked alot of questions this week or what!?

I've been using max 5 and this is how i've been uv mapping..

I make a material and assign a texture to it.
Then I drag it to my object to map
then I apply an unwrap uv modifier to that
I select my faces and hit edit after flatten.

Now this is where it differers from my max tutorial. In the tutorial it shows the texture should appear instantly in the uv editor, but when I do it, I have to manualy load the texture a second time from the spinner thing in the top little material box thingy?

Why do I need to load this twice, and am I packing double the texture into my project by doing this, or is max smart enough to know it's the same texture as I originaly selected?

Thanks, hope I made this understandable.

erilaz
08-10-2003, 12:38 PM
Hmmm... that's a bit odd. Are you using just 5.0 or 5.1? Generally, in my experience, the map has always popped up in the window automatically. It won't load the map twice.

mouj
08-10-2003, 01:10 PM
It happens at times (does to me anyways) that the map won't show up, but as you say you just need to fetch it back from the dropdown list to display it again, no big deal; and as Erilaz says, Max won't load the map twice, it just needs to be sure : )

mouj

TheWriter
08-10-2003, 03:50 PM
Ok I feel a bit better now. Though I have seen a lot where some people tend to break up their mesh & seperate it into many differient pieces while doing UV. I have avoided that so far as it seems more complex than need be but there must be something behind it. I assume it makes joining things a lot easier to see?

Aearon
08-10-2003, 04:20 PM
it simply makes laying out uv's easier. you can use different uv projections for parts of the model, ie cylinders for arms and legs, planar for front & back, sphere for head which will obviously cleaner uv's right away. it also helps using as much of the map space as possible... the tradeoff is that you have more seams to fix, but it's the normal way of dealing with uv's for complex meshes

TheWriter
08-10-2003, 04:42 PM
Well I am having back luck sometimes connecting seams. So I assume I should avoid getting deeper into it.

BTW, today I noticed I had an edge missing. When I connected the two seperated verts, my whole uv map got stripped. I was hoping I could have got a way around this, as the edge I connected had not been flattened yet for mapping. I guess there is nothing you can do in this situation?

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