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| UV PROBLEM OR TEXTURE PROBLEM
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Under coordinates, maybe turn the tiling from 5 to default 1?
Intel i7 930 2.8Ghz 8 CORE HT / CoolerMaster Hyper 212 Plus (no OC yet!)
Nvidia EVGA GTX 260 v296.10 driver (Nitrous in max) / Dual Dell Professional P2311H 23” Displays
ASUS P6X58D-E / Corsair Dominator 12GB 1600 DDR3 / Antec tp750 blue / Antec 300 Illusion
Windows 7 Pro x64 SP1
3ds max design 2012 x64 SP2 (since the 1st DOS version!), Mudbox 2012 x64 SP3, Softimage 2012 x64 SP1, Maya 2012 x64 HF2, Adobe CS5.5 x64, CorelDRAW x5 SP3, Painter 12, etc etc
Wacom Intuos4 v6.2.0w5 / 3DConnexion Space Navigator (drv6.15.2)/ Logitech Performance MX mouse (5.33.14)
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It did not work:(
timd1971 04 September 2010 10:52 AM
Under coordinates, maybe turn the tiling from 5 to default 1?
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Zip the scene file and post it. There’s a number of things which could cause that - much easier to look at the actual scene than guess at the cause.
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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here you go
Steve_Curley 04 September 2010 12:34 PM
Zip the scene file and post it. There’s a number of things which could cause that - much easier to look at the actual scene than guess at the cause.
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The problem is the size of the UVs. As provided you can’t even see the checkerbox pattern in the Edit UVW window.
Edit the UVs, zoom out so you can see all the unwrapping.
Face level and select all the faces.
Scale it all down almost to a point, move it to where the axes meet.
Repeat until all the unwrapping fits within the box you can see at the origin.
Basically, your UVs are so big that the pattern is repeating many, many times.
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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Thanks for your help everyone know I know how to fix this if it happens again I hope this helps others as well thanks you
Steve_Curley 04 September 2010 02:22 PM
The problem is the size of the UVs. As provided you can’t even see the checkerbox pattern in the Edit UVW window.
Edit the UVs, zoom out so you can see all the unwrapping.
Face level and select all the faces.
Scale it all down almost to a point, move it to where the axes meet.
Repeat until all the unwrapping fits within the box you can see at the origin.
Basically, your UVs are so big that the pattern is repeating many, many times.
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The uv results u got probably had to do with the unfold settings. U may have UNchecked the Normalize Clusters. If you check it, it will keep the uvs within the boundary opposed to unfolding at 1:1 scale. Did not help that u Also had your uv tiling set at 5 also opposed to default 1.
Intel i7 930 2.8Ghz 8 CORE HT / CoolerMaster Hyper 212 Plus (no OC yet!)
Nvidia EVGA GTX 260 v296.10 driver (Nitrous in max) / Dual Dell Professional P2311H 23” Displays
ASUS P6X58D-E / Corsair Dominator 12GB 1600 DDR3 / Antec tp750 blue / Antec 300 Illusion
Windows 7 Pro x64 SP1
3ds max design 2012 x64 SP2 (since the 1st DOS version!), Mudbox 2012 x64 SP3, Softimage 2012 x64 SP1, Maya 2012 x64 HF2, Adobe CS5.5 x64, CorelDRAW x5 SP3, Painter 12, etc etc
Wacom Intuos4 v6.2.0w5 / 3DConnexion Space Navigator (drv6.15.2)/ Logitech Performance MX mouse (5.33.14)
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Or if it was originally mapped using real world mapping coordinates. That feature is actually designed for tilable maps (bricks, flooring, checkers, etc) where you know the actual dimensions of the area in the map, and not for users that will be unwrapping their models. Unwrap models usually exist in 0-1 UV space (the blue box) which is considered non-tilable, as objects extend out they begin to tile the map. So if you use real world mapping you can get exactly what others have described, which is a huge object in the unwrap dialog.
-Eric
Author: PiXeL_MoNKeY
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| Replied: 11 September 2010 01:03 PM
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