Author Topic: 3ds max and multiple UV  (Read 4277 times)

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Offline Sesquipedalian

  • Atankharz'ythi
  • 211
3ds max and multiple UV
I've been trying to set up different UV map settings for different groups of faces on the same object (no subobjects), but I've been having difficulties.  Whenever I apply the second UV mapping, the first one goes all screwy.  According to the documentation as I read it, all that I should have to do is select the faces in question, add a new UVW Map modifier, set it to a different map channel, and that'd be that.  Any ideas what I'm doing wrong?
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Offline aldo_14

  • Gunnery Control
  • 213
Re: 3ds max and multiple UV
Quote
Originally posted by Sesquipedalian
I've been trying to set up different UV map settings for different groups of faces on the same object (no subobjects), but I've been having difficulties.  Whenever I apply the second UV mapping, the first one goes all screwy.  According to the documentation as I read it, all that I should have to do is select the faces in question, add a new UVW Map modifier, set it to a different map channel, and that'd be that.  Any ideas what I'm doing wrong?



The way I do it;

(in the modifier stack)

-'Edit mesh' or 'Select Mesh' modifier, select faces and drag over the texture (only drag texture on Edit Mesh, select mesh would apply the map to the whole object)
-'UV Map' modifier
- repeat till done

and collapse the stack when done.  Works like a jiffy, especially as you can go back down the stack and fiddle about with 'old' UV if need be.

 

Offline DTP

  • ImPortant Coder
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    • http://www.c4-group.dk
Re: 3ds max and multiple UV
Quote
Originally posted by Sesquipedalian
I've been trying to set up different UV map settings for different groups of faces on the same object (no subobjects), but I've been having difficulties.  Whenever I apply the second UV mapping, the first one goes all screwy.  According to the documentation as I read it, all that I should have to do is select the faces in question, add a new UVW Map modifier, set it to a different map channel, and that'd be that.  Any ideas what I'm doing wrong?


there is a modifier called Unwrap UV, that lets i do specific UV on specific polygons/faces. just make sure to have them selected, before you select that modifier.

when in unwrap uv, press edit to modify uv cordinates in a sperate window. note the buttons filter and id, and the drop down window where you pick the texture that you have to use for reference.

you can ofcourse also use that UV map modifier, but then you need to make the texture into a type multi/sub-object.

in the material editor, pick a texture, now click on the button that says standard, and make it a multi/sub-object.

now you should be able to figure out the rest your self.
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Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Re: Re: 3ds max and multiple UV
Quote
Originally posted by DTP

you can ofcourse also use that UV map modifier, but then you need to make the texture into a type multi/sub-object.


not with max 4.
SCREW CANON!

 

Offline DTP

  • ImPortant Coder
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    • http://www.c4-group.dk
hmmm, you mean to tell me max 4 dont let you set a texture to type multi/sub-object, from the material editor.

That is plain simple stupid since it just is.

having multiple textures set in a single texture instead of having to remember what texture to use for what is one of 3dmax 3+ advances over things like truespace that has(4.2) the crappiest material selector i have ever seen.

but ofcourse i dont own max 4 so i will never know. I´m pretty sure it should be possible to set a texture to a socalled sub/multi sobobject.

they may have renamed it.
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Offline Ryx

  • Twilight Falling
  • 29
  • Away in RL land. Back later.
What Venom means is that in MAX 4 you don't have to use a Multi/Subobject material. I stopped using them now in MAX 5 and it works fine.
At least that's how I interpreted his reply. :nervous:

Edit:
I assign maps to the faces and then use The UVW unwrapper modifier to make it look good.
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Offline DTP

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i use max 3.1 and does it the same way, never could make it look even satisfying with the plain UV map modifier, it has less "control" where as the uv unwrap gives you full control. and note equal control to mess up things. :D
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War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

  

Offline Ryx

  • Twilight Falling
  • 29
  • Away in RL land. Back later.
Indeed. :D

It's easier, IMO, to just use the unwrapper instead of selecting faces add planar map add an Edit Mesh modifier and repeat. :ick
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