Symmetrical UV Maps Question...?

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  11 November 2012
Symmetrical UV Maps Question...?

I am working in Max 2012 and if I have a symmetrical model, in order to have perfectly symmetrical UV Maps do I have to delete half of my model, UVMap, flip half horizontally and the stitch...or is there an easier more economical way to do this?
Thanks!
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  11 November 2012
Simply place the symmetry modifier on top of your uvunwrap of the half modell..
This mirrors geometry and UV mapping and you can keep changing the uv mapping below
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  11 November 2012
Originally Posted by spacefrog: Simply place the symmetry modifier on top of your uvunwrap of the half modell..
This mirrors geometry and UV mapping and you can keep changing the uv mapping below


i'd say the symmetry modifier doesn't mirror the uv's...
you can add the symmetry modifier, add an edit poly and select the polygons you want the uv's to be mirrored, then add a uvw xform modifier and flip the U option...otherwise just flip them by hand placing a uvwunwrap modifier on top of the symmetry
 
  11 November 2012
Originally Posted by metamesh: i'd say the symmetry modifier doesn't mirror the uv's...
you can add the symmetry modifier, add an edit poly and select the polygons you want the uv's to be mirrored, then add a uvw xform modifier and flip the U option...otherwise just flip them by hand placing a uvwunwrap modifier on top of the symmetry


Ah yes of course:
it doesn't mirror the UV's but uses the same UV'S for the mirrored geometry, essentially this means your mirrored part has the same UV space mapped onto as the original half.
But i read the inital post that that's all he want to have : mirrored texture on the mirrored half
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  11 November 2012
Thanks guys, much appreciated!
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  11 November 2012
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