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MehMan

3ds max and uvw map alignment

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Ever since max 8 or 9 the UVW maps I've rendered have not been aligned properly, most of the time the wireframe rendered was off by a pixel or less(if you moved the uv map in photoshop you could get it aligned almost properly, but only if it was out by a pixel. the problem is that it's not all misaligned in the same direction. quite annoying). The less bit means you can only correct the misalignment in max, manually. To see what I mean, observe the attachment. I rendered the UVW map via the dialog(that is, by applying Unwrap UVW, edit so you get the layout, tools and render UVW template) and then applied it directly to my model. As you can see, it's misaligned straight away. How can I solve this?

what.jpg

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have you tried turning off global super sampling?, Render Setup/Renderer/Disable all Samplers, or try turning off Antialiasing, you should get a more precise render.

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I remember a function that you could tweak the alignement of the UV maps with. You could tick it to move the UV map in a chosen direction. I've been out of Max and used 2 other apps in the meantime, but I memorize such a setting.

Working with 3D apps is fun ey? Problem solving all the way. :D ;)

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have you tried turning off global super sampling?, Render Setup/Renderer/Disable all Samplers, or try turning off Antialiasing, you should get a more precise render.

Tried that, doesn't work. Thanks for helping nonetheless.

I remember a function that you could tweak the alignement of the UV maps with. You could tick it to move the UV map in a chosen direction. I've been out of Max and used 2 other apps in the meantime, but I memorize such a setting.

Working with 3D apps is fun ey? Problem solving all the way.

Will check around

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sorry sum skill is required to complete this task.

this might help though

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Detailing_Your_Simple_Person_2#Modeling_the_arms

What? That doesn't really help. We're talking about 3ds max, not Blender. We're discussing UVW maps, not modeling per se. Thanks for trying to help.

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sorry sum skill is required to complete this task.

this might help though

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Detailing_Your_Simple_Person_2#Modeling_the_arms

I ate dinner at a chinese buffet.

Anyways, i have never seen this bug before, you could try this tool: http://www.renderhjs.net/textools/ Has a nice set of UV tools (with wire snap shot) have you had a look on polycount/cgtalk yet?

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Anyways, i have never seen this bug before, you could try this tool: http://www.renderhjs.net/textools/ Has a nice set of UV tools (with wire snap shot) have you had a look on polycount/cgtalk yet?

hmm, good idea. though they frankly scare me with words like edgeflow. then I google for hours before I break down and admit I don't know what it means.

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Are you sure all your texture sizes are set to full in the Configure Direct3D dialogue?, I just did a quick test using a wireframe material and render to texture (padding set to 0) and got a pretty accurate result, its a bit of a work around but it seams to work :)

Edited by mikebart

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Yeah, I have the textures sizes set to match bitmap as close as possible.

The RTT trick does a way better job actually! It's spot on! It does however still applying shading to the UV, despite bumping up the ambient, and it is a tiny bit blurry, but no disaster. It's all up to playing with the render settings.

Edited by MehMan

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if you just add a diffuse map instead of a complete map for RTT, it wont apply shading as long as you dont have lighting and shadows ticked, and for the blurryness turn off GlobalSS and it will render pixel for pixel

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