unwrapping meshes for surfacing in photoshop

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  05 May 2002
Question unwrapping meshes for surfacing in photoshop

Hey everyone,

I was wondering how to flatten a mesh out to be painted on in photoshop and wrapped back around the original mesh in lightwave?

  05 May 2002

Sorry guys

I figured this one out on my own..... i need to start referencing my lightwave books instead of you all first.

  05 May 2002
Always run to Flay.com

I made that mistake a lot too, so don't worry.

uvimaginator and/or unwrap2 will save you a few steps as theu will take a surface and save it out as a image file. No screengrabs.
  05 May 2002
as chewey already said some weeks ago...

add a morph map to your object, say UV_MORPH.
on this map flatten out your mesh:
unweld(ctrl u the points on the back and spread them out on 1 of the viewports. then select the "second row" of points on the back and spread them out too...
when you've finished, you can create a new UV MAP of type PLANAR on the good axys.

this way, you can "customize" your uvmap without destroying the original mesh... (useful when the cylindrical map doesnt' work...)

once you've created the uvmap, you can delete the UV_MORPH map, return to the (base) object and merge all the points you unwelded...
"Never Argue With An Idiot. He'll Drag You Down To His Level And Then Beat You With Experience."
  01 January 2006
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