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3DS Max 8.0 - Complex Char - UVW Mapping - WTF?

by The Trusted One · in General Discussion · 07/17/2006 (9:56 pm) · 13 replies

Okay, so now I am confused, this should teach me as a programmer to try to be an artist too.

I have been working on a character, I have assigned a multi/sub material to it, set the regions, reset the normals for the regions, collapsed it all back into an edit mesh, but when I apply the uwrap UVW modfier to the stack I get a vertical line, thats it, almost like I viewing it in the wrong viewport. I have included a picture with this post to illustarate what I mean.

okay, my server isnt responding so I will add the picture as soon as I get it back online (Stupid Storm)

The Trusted One

#1
07/18/2006 (8:05 am)
Huh, I really have no Idea what you problem is, if you are using Max 8 you should learn about the Pelt Modifier on the unWrap Modifier it make the skinning process almost easy.
#2
07/18/2006 (8:53 am)
In max 5 and greater you can pretty much just use the Unwrap UVW modifier to do everything in that old tutorial (which was really written for Max 3 and 4). As such you look up all the cool tools and features of the Unwrap UVW modifier in your help that comes with the application.
#3
07/18/2006 (10:29 am)
I believe we may have already had this converation in IRC last night, but the Unwrap UVW may need to have a UVW Map modifier higher on the stack in order to have any acceptable mapping applied to start with.
#4
07/18/2006 (1:44 pm)
@Cliff

Why on Earth would you do that? The UVW Map modifier would blow away any settings that one has done on that map channel (default 1). You do not need to work with the UVW Map modifier at all.
#5
07/18/2006 (1:45 pm)
But he had no UVW map at all when he started... just a single vertical line with all his polys squished into it.
#6
07/18/2006 (1:51 pm)
You dont need one though. All verticies have some sort of UVW coordinates assigned to them and every primative that is created comes with some pregenerated UVW coordinates too.

The UVW Map modifier really just allows you to assign some very quick and dirty mapping based on some gizmos. Crude but at least usable if you are mapping cylindrical or box shapes. With the release of Max 8, all of the quick gizmo mapping features from the UVW Map modifier are also found on the vastly superior Unwrap UVW modifier.

Based on all this (and more) there really is no need for him to consider using a UVW Map modifier for what he is doing.

Logan
#7
07/18/2006 (2:31 pm)
Max 7 can also Unwrap UVW, this is what I would recommend for skinning ANYTHING. I'm not an artist either. Unwrap UVW is thus far the only method I have successfully used to skin even the most simple object.
#8
07/18/2006 (3:22 pm)
Michael Kowalski

Is it possible that it has something to do with a mapping choice you made? I can't see it, so, I'm shooting in the dark about this, but what you are describing could happen from having chosen planar in the mapping choices. It's a noob thing, but you are an artist noob, so, it's possible. I know. I am a max noob too. :)
#9
07/18/2006 (3:32 pm)
I was thinking it could happen if you disabled automatic map generation as well...
#10
07/18/2006 (5:43 pm)
I have been playing with Seaming the model to use Pelt mapping ... I have Max 8 BTW

The Trusted One
#11
07/26/2006 (8:06 am)
Try this trick i use
first make a small png or bmp . dont like jpeg compresson for test maps

make it 1 1 1 1 1 1 1 1
..............2 2 2 2 2 2 2 2
.............3 3 3 3 3 3 3 3
...............4 4 4 4 4 4 4 4

hope that illustrates well enough if not ill supply my test texture

when you start unwrapping the flattened map
if you suddenly have say
1
2
3
8
7
6
it becomes obvious you have to rotate the face map 180 % etc
once your texture apply produces a nice even flo of incr decr
on faces you have all the faces unwrapped and posistioned properly

export the map to your photoshop or paintshop and color in the map
with final texture.. I shouldnt have to explain how on this
part if you cant export your UVW map as a template to your paint program

start by reading the 3ds max BIBLE last edition i have seen is max 6
but covers texturing quite well
#12
07/26/2006 (10:39 am)
Bible 8 is pretty nice too, and of coz covers the newer features available such as pelt mapping and such.
#13
07/26/2006 (1:36 pm)
Thanks guys I will check out the bible, think my local library has it.

The Trusted One