Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Autodesk 3ds Max / 3ds Max Design 2011 / UV PROBLEM OR TEXTURE PROBLEM
  RSS 2.0 ATOM  

UV PROBLEM OR TEXTURE PROBLEM
Rate this thread
 
46912
 
Permlink of this thread  
avatar
  • syfer1987
  • Posted: 04 September 2010 02:36 AM
  • Total Posts: 20
  • Joined: 07 October 2008 07:59 PM

Hi I need some help when I apply the checkers pattern to 3d max 2011 I get this
See Attachments
The checkers pattern is a gif format and up to know was working fine so how do I fix this?
PS I also have the latest hot fixes installed as well and It also does it for 3d max checker box as wall and still did not work..



Attachment Attachment
Attachment Attachment
Replies: 0
avatar
  • timd1971
  • Posted: 04 September 2010 03:52 AM

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)

Replies: 0
avatar
  • syfer1987
  • Posted: 04 September 2010 05:00 AM

It did not work:(

timd1971 04 September 2010 10:52 AM

Under coordinates, maybe turn the tiling from 5 to default 1?



Replies: 0
avatar
  • Location: West Midlands, England, UK
  • Total Posts: 14380
  • Joined: 06 August 2007 11:06 PM
  • Permlink of this post

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.

Replies: 0
avatar
  • syfer1987
  • Posted: 04 September 2010 06:05 AM

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.



Replies: 0
avatar
  • Location: West Midlands, England, UK
  • Total Posts: 14380
  • Joined: 06 August 2007 11:06 PM
  • Permlink of this post

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.

Attachment Attachment
Replies: 0
avatar
  • syfer1987
  • Posted: 04 September 2010 07:29 AM

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.



Replies: 0
avatar
  • timd1971
  • Posted: 09 September 2010 06:51 AM

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)

Replies: 1
/userdata/avatar/avatar_14884.gif

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

Replied: 11 September 2010 01:03 PM