Author Topic: UV RE-unwrapping  (Read 1689 times)

Offline King Class Scout

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UV RE-unwrapping
« on: January 10, 2011, 09:38:56 AM »
or, how to redo the mapping on an existing model.

even though I've had baz explain this and saved a copy for future refrence, it's still beyond me.

what I need to know is how to remove an existing UV from a model so it can be reassigned for easier texturing access.

if I'm gonna be Mr Texture repair and cleanup, i want to be able to do these sorts of things right the first time.

we all know older models and the default ones used in the original build only need rewrapped.  but it frustrates me to the point of wanting to pitch the computer out the window that I can't figure out what everybody's been telling me.  I've been afraid of playing with max too much for fear of corrupting the program or what I'm working on to the point that it's unusable.
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Offline baz1701

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Re: UV RE-unwrapping
« Reply #1 on: January 10, 2011, 10:26:39 AM »
Remapping the will remove any previous mapping.

Selected the part you want to remap go to the modifier panel and select UV unwrap.

Select faces from the sub menu and scroll down to the edit button.

This will open a pop up and show you the current unwrap state. using the arrow tool (top tool bar) select the the faces you want to map the selected plan from the unwrap menu. Use the x,y,z axis to get the right view the uncheck plan

use the tools at the top of the unwrap window to move and scale the section.

Repeat till the whole part is unwrapped then you can render a template to work on.

Below are a couple of examples from my TMP enterprise.
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Offline King Class Scout

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Re: UV RE-unwrapping
« Reply #2 on: January 10, 2011, 10:48:09 AM »
it's not manuvering them into place, it's getting the model to acknowledge the fact that there's any texture setting but the default. when I apply a revised texture to see how the peices will fit on the model, it only recognises the default style of mapping.

soon as I can, I'll get some pics up of what I mean, here.
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline baz1701

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Re: UV RE-unwrapping
« Reply #3 on: January 10, 2011, 11:26:06 AM »
do you see the textures if you hit F9 and do a render?
Whatever knocks us back, can only make us stronger.

Offline Lurok91

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Re: UV RE-unwrapping
« Reply #4 on: January 10, 2011, 12:59:49 PM »
what I need to know is how to remove an existing UV from a model so it can be reassigned for easier texturing access.

I've been afraid of playing with max too much for fear of corrupting the program or what I'm working on to the point that it's unusable.

Hopefully between us, Baz and I can help. Having worked with UVs on both bridges AND ships, hope so  :)   Off top of head, any existing UV should show up in Max (which version using?)  in modifier stack as UVW Unwrap.  Once that deleted, you're free to create a new UV map.   But maybe once you post pics we'll have better idea of prob.

As for corrupting max,  I work mine to hell but never lets me down  :D

Offline King Class Scout

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Re: UV RE-unwrapping
« Reply #5 on: January 10, 2011, 01:31:44 PM »
baz: yes, but only if I'm using an existing UV

Lurok:: Max 9, and no, importing the model does not bring the textures with it that I can see.
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet