Its a mystery how Max creates vertex IDs 😅 in most cases it's predictable, but welding can mess it up, also it can skip some # and not rebuild it (I believe it's expensive for dense meshes). There are not to many cases you'll need the same vIDs, but UVs and Morphing are heavily rely on it.
Hi Paul. I was wondering if you could help with another issue concerning UV mapping. Suppose you were wanting to map something like a computer keyboard. Instead of generating individual Island (maps) for each individual key, you just want one map that includes all of the keys. How would someone accomplish this?
If you want all the keys to be different, as they are, they would need to be spread out. It would be possible that they could all be attached and one island. If you want them all the same then unwrap one and copy it around the keyboard.
@@paulneale Thanks for replying Paul. I was wanting to have just one map with all the keys. Then I could bring it into photoshop to add all the numbers and icons onto the individual keys. Just not sure how to go about getting just one map. When I try using the unwrap, it generates maps (or Islands) for each and every key. I am sure there must be away to do it though. Cinema 4d (and I think Blender) have a way of selecting a surface and then immediate projecting a UV map from that surface, but I can't find anything similar to that in 3ds Max. Cheers,
Nice work, but still 3ds max is a most horrible tool for unwraping... Slow shell moving, no symmetry, no texel density meter and more and more... I explane: I have to correct uvs (not create, only move shells) for airplanes and other hardsurf models for AAA gamedev, I have to work simultaniously with 30-50 and even more then 150 elements in one scene with UVUnwrap modifier on - and I have to wait for 10-20 seconds if I press undo.... When I select a shell and I have to move it - I recieve lots of lags. And I`m happy if no crush... :) I tried to compare work with uvs with this scene in maya, blender, UVlayout, Rizom and there are no benefits in 3ds max. Only disadvantages. 3DS max is good only for small single meshes, where you dont need to achieve best results in UV.
@@WaspMedia3D there are no plugins, that can be compared to minimal functional of uvlayout or rizom. Or even maya. There some scripts that can help packing and stacking, aligning, but no support for other useful stuff. The most comfort plugin, i ever seen is uv reactor. But it is in beta state and have lots if bugs.
I agree on most things - I find it so hard to believe adding texel control would be difficult for them.. Really hoping for some update on this. Luckily rapidTools will update UVReactor for 2024 soon :D
@@VsevolodVityaz re: UV Reactor, I don't find it very buggy, but it is incredibly fast. It's been a while since Max had its UV tools updated, so I do agree with some of your points, but its certainly not "terrible" - just hasn't been updated in a while.
Thanks for the great video as always!!!
Looks like you're having fun with this, Paul! So awesome to see your approach, and loving the non-destructive OCD
Loving all the new content. Thanks a ton, and keep them coming ;)
Its a mystery how Max creates vertex IDs 😅 in most cases it's predictable, but welding can mess it up, also it can skip some # and not rebuild it (I believe it's expensive for dense meshes). There are not to many cases you'll need the same vIDs, but UVs and Morphing are heavily rely on it.
What is the mystery for you?
Hi Paul. I was wondering if you could help with another issue concerning UV mapping. Suppose you were wanting to map something like a computer keyboard. Instead of generating individual Island (maps) for each individual key, you just want one map that includes all of the keys. How would someone accomplish this?
If you want all the keys to be different, as they are, they would need to be spread out. It would be possible that they could all be attached and one island. If you want them all the same then unwrap one and copy it around the keyboard.
@@paulneale Thanks for replying Paul. I was wanting to have just one map with all the keys. Then I could bring it into photoshop to add all the numbers and icons onto the individual keys. Just not sure how to go about getting just one map. When I try using the unwrap, it generates maps (or Islands) for each and every key. I am sure there must be away to do it though.
Cinema 4d (and I think Blender) have a way of selecting a surface and then immediate projecting a UV map from that surface, but I can't find anything similar to that in 3ds Max.
Cheers,
Nice work, but still 3ds max is a most horrible tool for unwraping... Slow shell moving, no symmetry, no texel density meter and more and more...
I explane: I have to correct uvs (not create, only move shells) for airplanes and other hardsurf models for AAA gamedev, I have to work simultaniously with 30-50 and even more then 150 elements in one scene with UVUnwrap modifier on - and I have to wait for 10-20 seconds if I press undo.... When I select a shell and I have to move it - I recieve lots of lags. And I`m happy if no crush... :)
I tried to compare work with uvs with this scene in maya, blender, UVlayout, Rizom and there are no benefits in 3ds max. Only disadvantages.
3DS max is good only for small single meshes, where you dont need to achieve best results in UV.
There's a plugin for that ...
@@WaspMedia3D there are no plugins, that can be compared to minimal functional of uvlayout or rizom. Or even maya. There some scripts that can help packing and stacking, aligning, but no support for other useful stuff. The most comfort plugin, i ever seen is uv reactor. But it is in beta state and have lots if bugs.
I agree on most things - I find it so hard to believe adding texel control would be difficult for them.. Really hoping for some update on this. Luckily rapidTools will update UVReactor for 2024 soon :D
@@VsevolodVityaz re: UV Reactor, I don't find it very buggy, but it is incredibly fast.
It's been a while since Max had its UV tools updated, so I do agree with some of your points, but its certainly not "terrible" - just hasn't been updated in a while.