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LinkBack (22) | Thread Tools | Display Modes |
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#71 (permalink) |
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Senior Member
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Nice tutorial indeed! Thank you so much for this..
oh and btw, this link is down: http://www.chuggnut.com/scripts/unwr...nwraptools.htm Any mirror! ![]()
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Hélder Pinto ~ Level Artist |
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#72 (permalink) |
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Industry Artist
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It's not down, he's just redone his site. It isn't particularly hard to click the link there and find the new page on Chuggnut's new site.
unwraptols |
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#73 (permalink) |
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New Member
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awesome!
Very handy indeed.
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Blog: http://redfoxfireworks.blogspot.com/ |
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#74 (permalink) |
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Frequenter
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Here is Unwrap_tools 1.50
and some userful script - autoscale UVW elements allows to averaged scale of model UV elemets for good texels. Nice scripts resource - Scriptspot.com Last edited by Titus; 27-08-2008 at 08:08 AM. |
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#77 (permalink) |
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Game Art Student
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thanks for this tutorial. its effing great. watching it over and over makes my brain bigger
like Fuzzyspoon said "I have found my workflow increasing ten fold, and making texturing a lot faster" it made me work faster too.a million thanks |
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#78 (permalink) |
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Frequenter
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I did a review of the article itself, but I just wanted to post my thanks here as well. I was running into some really aggravating problems and I'm so glad I found this tutorial and chuggnut's tools early in my work. It's going to make my life a whole lot easier.
This is just a tad off-topic, but has anyone else run into problems using 3DS Max 9 with Windows Vista 32bit where you can't use Ctrl-D to detach edge verts and can't use Ctrl-W for weld selected? If I use Tools from the file menu, it works fine, but the short-cuts don't do anything. |
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#79 (permalink) |
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New Member
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first of all.. AWESOME tutorial! cheers.
on sharing UV space, if you have built your model using symmetry then welded up and optimised. do i then have to cut it in half for the unwrap? cause I really dont want wasted polys and an ugly seam. but at the same time, i want to save as much UV space as possible as im tackling the empire state, under in-game constraints for uni. i've just gone ahead and started unwrapping, overlapping the corners in an L shape by mapping sections on one side, then the other, flipping horizontally and vertically then moving in place and lining up the verts. but this is all very time consuming! I also, overlap some things like 4 times.. is this ok? and does anyone have any tips for speeding up my workflow.. just a shame copy and paste wont work in welded models. im fairly new to UV mapping, but im using POLYBOOST its got a load of modelling, texturing, selection tools and other features.. havent fully learned all its features but just thought id mention it cause its awesome! oh, yeah to VirtualAlias, i am getting that problem with max 2009 but in XP. i know that doesn't help you but yeah, its well annoying. |
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#80 (permalink) |
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New Member
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oh yeah, one more thing.. does it matter which cloned parts you delete off the copied model when going on to normal mapping? dont know why im asking this as ive never tried normal mapping or ambient occlusions etc. etc. but id like to know that i can go back and practice on these unwraps eventually.
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