Weird unwrapping issue in 3ds max 2013


#1

Hey guys,

I am having a weird problem with some objects I have unwrapped.

These two propeller blades have the same UV-map and the same texture.

Ok what I do is, I make one object then I make the number of instances I need, after I import one of the objects in to a third party unwrapping tool (Unfold3d), then import back in to max, convert to editable poly, then copy the unwrap modifier and paste it to the instances.
But it make no sense to me that if two identical objects have the same uv-map and texture, why they don’t look the same.

I hope somebody can help me with this.

Kind regards
Brian


#2

But it make no sense to me that if two identical objects have the same uv-map and texture, why they don’t look the same.
They might look identical but they probably aren’t. Unwrap in 3ds Max is vertex dependant, so if there’s even the slightest change in the vertex order, the unwrap will mess up.

Ok what I do is, I make one object then I make the number of instances I need, after I import one of the objects in to a third party unwrapping tool (Unfold3d), then import back in to max, convert to editable poly, then copy the unwrap modifier and paste it to the instances.
Unwrap, inport, clone. Saves two steps of work - copy unwrap and paste - and eliminates the error.

PS: You are wasting an awful amount of UV space with your current layout.


#3

Hey scrimski,

Thank you for the reply.

They might look identical but they probably aren’t. Unwrap in 3ds Max is vertex dependant, so if there’s even the slightest change in the vertex order, the unwrap will mess up.

I made one propeller blade then shift-rotated it to make an instance, so the vertex order should be the same or?

Unwrap, inport, clone. Saves two steps of work - copy unwrap and paste - and eliminates the error.
So if I understand this right, I should unwrap the propeller blade before I make a clone, and if that is the case I would have to make new clones to get a good layout on the instances?

PS: You are wasting an awful amount of UV space with your current layout.
Yeah I’m aware of it, I haven’t packed the UVs yet, it was just to show the layout from the propeller blades :slight_smile:


#4

I made one propeller blade then shift-rotated it to make an instance, so the vertex order should be the same or?
Yes, but you did some work in an external software so there might have happend something.

That object is very simple so the unwrap is probably faster done than the whole export/import business. I understand that it’s a general workflow issue but I’d unwrap that directly in 3ds Max.
1 box and one cylinder gizmo, then adjust by hand.

So if I understand this right, I should unwrap the propeller blade before I make a clone,…
Yes.

Instead of copying/pasting unwrap modifiers you could also copy/paste the UV channel using the Channel info Utility, I experienced that one as more reliable.


#5

Yes ok I see what you mean.

Thank you very much for your help :slight_smile:


#6

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