• UVW Unwrap help
    1 replies, posted
Hello everyone. I'm currently trying to port some props and I'm having issues/doubts with the skinning. I use 3dsmax 2012. This chair for example. It is separated into 5 different objects. So, if I want to create one UV map for the whole model, whats the workflow? [IMG]http://a.pomf.se/glsece.jpg[/IMG] I add one UVW unwrap modifier, select one object, open UV editor, adjust the texture and then save it. I also create another UV map in channel 2 for a lightmap. (I'm still learning all these) [IMG]http://a.pomf.se/nhjzzn.jpg[/IMG] So, the question is : Do I have to create different unwraps for each object of the model? This is just 5 pieces, but there are others with high poly with 30+ different objects. I'm totally stuck at this point as I don't know if I can select all the model at once and then just export it. I hope I've explained myself, thanks in advance!
I dont know about 2012 but this works for me in 2014 (editable polys) [B]So make a backup before you try just in case[/B] Its pretty ghetto and there's likely better ways to do it. 1) Unwrap your objects normally. and move each UV away from the center (like, object 1 goes to the left, object 2 to the right and so on) so they dont all get mashed together later. Like this [T]http://i.gyazo.com/e874d8946254f093c00851854d5f22b2.png[/T] 2) Collapse the modifier stack (UVs are preserved) 3) Merge/attach the objects/meshes 4) Reapply UVW unwrap modifier and reorganize the 5 grouped UVs into one [T]http://i.gyazo.com/15ded2050d20498a82bf0c3f3f8d2211.png[/T] Also that UV is really bad. It wastes a lot of space and creates an ungodly amount of seams, but I'm not the best so i couldn't really explain how to unwrap it right.
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