Old 03-31-2007   #1 (permalink)
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Help with UV's

I've been trying to understand UV's for a long time now....but I really don't get it. So I wanted to ask you guys if you have any info or help about it.

My main problem is that the part are not linked, and that they are rescaled. That mean that if I make something normal size on the UV and I put it in as an texture the it is twice as wide......

So that are my main problems, and I did a try to find some tut's regarding that but, well gues...
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Old 04-01-2007   #2 (permalink)
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hey unleash, i'm not quite sure what you mean, so i was hoping you could post up some screenshots to help with your explanation.


from your previous work...i'm assuming this is maya.

if you mean you are getting some stretching from the projections and what not, I would highly suggest throwing on a temporary texture with a numbered grid on it (i'm attaching the file i use)

so what you do is apply the texture to the mesh you're uv-wrapping, open up the texture editor and have a perspective viewport open beside it. In your perspective viewport just turn on texture view mode (which is #6 on your keyboard) now when you adjust the uv's in the texture editor, you will see it update on your perspective.

just make sure all the squares and numbers are all straight and not warped, etc.

if this doesn't answer your question, can you post up screenshots, and later this afternoon, i'll try and hunt down some good uv-wrapping tutorials that i used to use...(they should be in my archived tutorial section somewheres).


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Old 04-07-2007   #3 (permalink)
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thanks, at the moment I don't really have any examples but its just in general,

that when I UV and cube I got four different squares that aren't attached to eachother. So I can't see what square is what part.....

we4ll I will repost this question with pictures later on:P
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Old 05-13-2007   #4 (permalink)
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Yeah UV's can be very difficult to get your brain around.

Complex shapes are the most difficult.

We did a a lumbar spine model and it took forever to get it right.


Oh yeah, we use Max...
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