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  #1  
Old 01-18-2008, 05:15 PM
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Max Uv Unwrap Help Reqd Please.

Hi All, I am having some problems with UV unwrapping in max. Previously I have modeled non complex objects and have had no problem texturing them, as they are effectively 1 or maybe 2 objects linked together, and dont have any animated parts.

Now I am trying to UV unwrap my dreadnought but I am having problems. Each different part of the model that animates (pistons, arms etc) is needing to have a different UV modifier applied, as when I attach them a;; together to make say one arms to UV unwrap, then all of the joints in the arms take on the pivot point of the original part they were attached to, and pivot points cannot be created for elements of an object so therefore they can no longer animate.

I am wanting to set up the UV maps 1 for torso, 1 for each arm, 1 for each leg, but when I attached all the leg object into one object to apply the UV unwrap modifier it no longer functions, and all the constrains point toward the centre of the whole object.

I am sure there is a way around this, and would appreciate any help you can give me, as I have only been using max for 7 months.

Cheers.
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Old 01-20-2008, 03:39 PM
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You don't need to attach to apply UV unwrap to many objects, if you are using Max 2008. If not - unwrap everything in separate modifiers, but put the different clusters in different respective spaces. Then render UV layouts and comp them in Photoshop, and apply the same texture to the multiple materials. Another, simpler way is to attach them all, texture, then detach and rig.
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Old 07-02-2008, 02:47 PM
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I'll be finishing off a project this evening containing 5 or so objects each with a seperate UVW modifier, and seperate Diffuse, Spec, Bump & Mask etc Photoshop maps. These are ranging from 512x512 up to 4096x4096.

I think placing your UV clusters in a seperate space and then creating one large Map would be an easier way to manage things but this would mean loading 4096 resolution maps for all objects including the smaller objects. Would Max not struggle to do this? or would it be irrelevant due to the fact that only the applicable area will be mapped to each object?

I'll be over to this method in a shot providing Max won't fall on it's face.
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Old 07-02-2008, 03:23 PM
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The problem with 4K textures is that they are not too interactive on painting. I usually paint in photoshop, save, switch to max and inspect the texture. With a 4K map though, saving in Photoshop and then multitasking, waiting for Max to load it, becomes slow and interactivity is broken. Of course, it depends on your machine, but I'd advice to use 2K textures tops.
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Old 07-02-2008, 03:40 PM
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I read somewhere you should create textures around double the resolution of what your final render will be printed at. Hence the size, it's gonna be printed on an A5 flyer.

I can deal with the slight delay on the updating though, the resolution in Max for previewing textures in so low that it's not that effective unless you render your preview which takes time anyway.

Any ideas about my first reply if I substituted the 4k maps for 2k ones or any size.
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