JaydoDre Posted May 1, 2012 Share Posted May 1, 2012 Is there any way to modify the UVW Map of a mesh AFTER the skinning is done (this relates to Skyrim)? I suspect no. I tried squeezing a UVW map modifier in between the editable poly and the skin, but in the game my mesh was full of holes, but maybe someone has an idea? Link to comment Share on other sites More sharing options...
Artisanix Posted May 1, 2012 Share Posted May 1, 2012 Well, put unwrap uvw on top of the stack. Link to comment Share on other sites More sharing options...
JaydoDre Posted May 2, 2012 Author Share Posted May 2, 2012 Well, put unwrap uvw on top of the stack. Crashes Max... Link to comment Share on other sites More sharing options...
JaydoDre Posted May 2, 2012 Author Share Posted May 2, 2012 I think I might have figured it out. Deleting the dismemberment modifier and adding the uv modifier above the skin but below Dismemberment modifier worked I think. Of course you still have to do it separately for the _0 and the _1.nif version. Link to comment Share on other sites More sharing options...
Ghogiel Posted May 2, 2012 Share Posted May 2, 2012 (edited) I think I might have figured it out. Deleting the dismemberment modifier and adding the uv modifier above the skin but below Dismemberment modifier worked I think. Of course you still have to do it separately for the _0 and the _1.nif version.if you do it separately, and depending on what you are actually doing in the UV you may invalidate the morph, if you are making any breaks or welds you may very well modify the vert index. because they are morphs.. you can probably just copy the unwrap uvw from on mesh to another. Edited May 2, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
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