Home Technical Talk

easy way to make 1024x512 map

Title says it all. Trying to figure out how to export a 1024x512 map in max.
I exported the uv layout but when I apply it to my mesh it gets all warped...

looked online and everyone says to scale the model? but mine always gets off centered. How do?

What I mean is this:

I want the UV's from the FIRST image to fit the texture in the SECOND image.
1_zps24f3db96.png

2_zpsbab50e8c.png

Replies

  • Bartalon
    Options
    Offline / Send Message
    Bartalon polycounter lvl 12
    You want to scale your UVs twice as wide as they are tall, then export as a 512x1024. Max should squish the UVs to the correct dimensions when you export.
  • tonyd927
    Options
    Offline / Send Message
    Bartalon wrote: »
    You want to scale your UVs twice as wide as they are tall, then export as a 512x1024. Max should squish the UVs to the correct dimensions when you export.

    Scale twice? how can I obtain such precision?
    This is in the UV editor correct? am I scaling it in the U or V direction?
    Sorry for sounding dumb, Im just not followin..
  • Bartalon
    Options
    Offline / Send Message
    Bartalon polycounter lvl 12
    Try this:

    Set your UV area to 1024x1024.
    At the bottom left of the UV editor, with relative transformation, type in 0.25. This will move your UVs to the center of the UV area.
    At the top of Max's main bar, go into the % Snap options and set the percentage to 100%.
    Toggle snapping, and scale your UVs out from left to right, it should snap once, doubling the width and fill the empty UV space.
    Adjust your Render Width to 512.
  • Noors
    Options
    Offline / Send Message
    Noors greentooth
    I usually do it with maxscript but scaling with snaping or with a uvxform works too.

    select all your uv faces and execute that in the listener
    $.modifiers[#unwrap_uvw].ScaleSelectedXY 2 1 [0,0,0]

    first 2 numbers are scale factor in u(horizontal) and v (vertical)
    point3 number is the origin of the scale in u v w (you usually don't care about w)
    So if you want to scale twice in U from origin, it's 2 1 [0,0,0]
  • tonyd927
    Options
    Offline / Send Message
    Thank you Bartalon and Noors!
    Both of your methods worked perfectly!
  • kurt_hectic
    Options
    Offline / Send Message
    kurt_hectic polycounter lvl 10
    I always work at 1:1 scale, because of the problems with relax tool and viewing; and at the end I crop texture in photoshop and in 3ds max I use uvw xform mod where I just put 0.5 instead of 1.
Sign In or Register to comment.