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Major problem in 3ds Max UVW unwrapping


thesaphira2000

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Hey guys. I am trying to make my first model replacer mod but im having a huge problem. I use 3ds Max and i have a model already created but it needs to be UVW unwrapped. I add the UVW unwrap modifier, click "Face", select the whole model and then press "Edit" under "Perimeter" and a window opens up and shows a whole bunch of screwed up lines that don't have any kind of relation to my model. My model is like a cube.

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Never had this happen myself :s

 

Have you got 4 objects selected when adding that unwrap modifier? or is that 4 faces selected? If so try doing your UV edits one object at a time. Only other things I can suggest are usual safety measures such as resetting xforms, convert to poly or try exporting as .obj and then re-import.

 

Hopefully one of the more knowledgable Max modelling folks like Ghogiel might see this and have some better ideas anyway.

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I haven't used the 2010 version in a long time so I'm not too sure where it can be found for you but:

Did you make it into a Planar Map yet? (Should be under the 'projection tab')

After that you could easily use the 'Flatten Mapping' tool under the 'Mapping' tab in your UV Editor :smile:

 

EDIT#1:
Quickly took the liberty to take some pictures to explain better.

Note that I do use 3Ds Max 2014 myself though, but from what I recall it shouldn't be different for you.

 

http://i.imgur.com/hZTLDpR.png

 

-Notice the 'Open UV Editor' button, you'll need it later!-

Select your entire model (ctrl+a / cmnd+a) and hit that button (Planar Map) you should notice it's atleast easier and cleaner in your UV editor now.

Be sure to untick 'Planar Map' once you found your preffered align option!

 

http://i.imgur.com/8OfcWlc.png

 

-I used one of the stock models that were made for the office here...-

Anyhow, if you go under that tab in your UV Editor, (still having your entire model selected!) you can go for the option of 'Flatten Mapping'.

Considering you got a simple model, it should work out nicely and save you some time :smile:

 

http://i.imgur.com/4son0e9.png

 

And there's the result for me... Now you can see how terrible stock models are! :D

 

Using 'Flatten Mapping' is only advised for simple models, otherwise you'll spent a lot of time figuring out which part on the UVW is which polygon in your model...

 

If you want to, you can save your UVW Map under the 'FIle Tab' in the UV Editor, and/or you can Render it (for texturing purposes) at the bottom of the 'Tools' section, also in the UV Editor.

 

 

Hope it helps!

 

 

 

EDIT#2:
You might also want to make your objects into Editable Poly's OR Editable Meshes. Simply right-click in your viewport and select either under the 'Convert-to' section... That could be causing it aswell!

 

 

EDIT#3:
Hmmm, considering it's a cube-figure, maybe the 'Box Map' gives better results (it's on the row with the Planar Map, but further to the right!)

Edited by Vornollo
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Thanks guys. My problem is solved. after experimenting with the program (i am still new to modeling) i just grouped the objects into one object and everything was solved. I do have one mor question though. Now that i know how to make a texture map, All i need to do is some how get this model onto Nifskope with a texture on the map. Do i do this in a similar way I would do this if i were just changing the color of a pre-made Nif model by puting a texture on a "String"? If so, how would i do this if i export my 3ds model as a *Obj. if the "String" does not appear in Nifskope.

This, I belive, is the FINAL thing to do on my mod. i just need a little more help on this. It's my first time creating a custom model for skyrim and i need all the help i can get. Hang in there!

 

P.S: I do not have Autodesk Mudbox nor do i want to bite off more than i can chew with programs. But if i must, Than i shall.

Edited by thesaphira2000
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I wouldn't use Mudbox for any models that go in a game.

Mudbox is ment for sculpting and making high-res models for things like animations (CGI etc.). your poly count would shoot through the roof and make your game explode :P

However, I'm not very at home with NifSkope <read not at all> so maybe you mean to do something I've no clue about... I have focussed on the Concept Art side instead of the model side :P

 

Anyhow, I do know that it's probably better to use 'Attach' to combine elements into a single model.

I've heard from many friends of mine that grouping different elements gave trouble when they were nearing the end of their projects :confused:

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You don't use Mudbox to export the high poly models to the game...you load your low poly model, subdivide it to a high poly version, sculpt details and create a normal map for you low version out of it. And you use it to create textures.

Edited by ghosu
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  • 3 months later...

er hi there, im not sure if this thread is still alive, However.

 

I may need some help with a Model im trying to export from Max into Gmod.

I Ripped a book from Skyrim: Dragonborn DLC - one of those black books,

and Retextured it using some elements from the Oghma Infinium Book from Oblivion.

 

I added Deadra text and made it look all fancy and all, but when i export the Model with

its Uvw map updated, ... it imports into GMOD with its old maps.

 

The UV's are the same and haven't been updated.

so i tried clearing the coordinates but with little success.

Could someone please help me, .. im basically building my own little Necromancer cave,

and would love to have a copy of Elder scrolls most secret tomes and all....

 

Thanks.

Grrwtf.jpg

 

 

PS: Plis dont mind the scaling of the objects in the 3rd image, ... they can be scaled up and down and whatnot. Im basically using PAC3 editor in Gmod to import these .obj in realtime and play them all the while moving and everything.

Pac3 is a great tool developed by CapsAdmin and other peeps i believe, it allows you to Edit your characters from scratch, Animate, texture, and Model, and all of this in Realtime while playing with others, effectively turning gaming experience into an endless pit of awesome goodness.

 

anyway, i was trying to import these .obj models, and usually there are no issues, but, things such as planes, and models that i personally create in 3ds max at times have UVW coordinates issues.

 

I cant figure what the problem is, but when i edit in 3ds max, my models are all good and fancy and ready to go, but when imported into the gmod world, sometimes the vertices are misplaced making a minor nuisance out of my meticulous hard work ;_;

and sometimes, if i by chance edit the Actual model imported into 3ds max, then have uv coordinates edited, the bloody model does not update its coordinates in Gmod!!!

*,...,* rawr - Evil textface is not amused with uvw.

Edited by saw2009
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For the record. Only reason im Porting this book is because im a fan.

and basically i want this book to be in gmod. - as for people who viewed

this post and said that they wont hep with ported models,

 

Just so you know, its for Rp, personal, and fun.

 

Im not trying to sell this or whatever. Nor am i slaughtering anything.

Its a Black book mixed with Hermaeus Mora's lore for use in gmod

as a Teleporter book.

 

Moreover its used in PAC3 meaning its not Uploaded on the servers for everyone

to use, its strictly Personal and only I can Load this model and use it.

 

Thank you.

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