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ND-Art
Posts: 1
Joined: 14 Jul 2006
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Posted: Thu Sep 07, 2006 5:34 am Post subject: Using 3D Max with UV layout |
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How do you use a map created in UV layout on to a model in 3DS Max? |
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Thu Sep 07, 2006 7:14 am Post subject: |
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think you'd have to export your model out of Max as an .obj, then do
the uv's in uvlayout, then re-import (if you wanted it back in max) as
.obj into Max...from there, you should be able to save out the .uvw (i think
that's max's format) if you wanted or edit. Any editing should be possible
within Max itself once you've added a "unwrap uvw" modifier to the
stack on that object (you can save uvw from inside the 'edit uvws'
window once you've opened by clicking on the "edit" button in parameters).
pretty sure this is accurate, but it's been awhile since I used max.
good luck.
twocust |
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headus Site Admin
Posts: 2899
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Sep 07, 2006 5:16 pm Post subject: |
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I'll have to leave this answer to others ... we only have Maya here at headus.
Phil |
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wadoman
Posts: 8
Joined: 05 Oct 2006
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Posted: Thu Oct 05, 2006 8:40 pm Post subject: |
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Im having trouble here as well. I export from UV Layout as .obj and then import in max and apply a uvw unwrap modifier and there are no uv's coordinates saved. I imoprted the same file into Ultimate unwrap3D and the uv coordinates were there and I resaved it from Ultimate Unwrap3D as an .odj and then imported it back into max and applied the uvw unwrap and the uv coordinates are there. I had to weld all the vertices, but theuv's were fine.
I also tested the file exported from UV layout and imported it in bodypaint 3D and the uv's were saved. |
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headus Site Admin
Posts: 2899
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Oct 05, 2006 9:28 pm Post subject: |
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wadoman wrote: | ... and there are no uv's coordinates saved. |
Actually it sounds like the UVs are saved, but Max isnt reading them correctly. There's a couple of things you could try ...
1) Use the "Update" button instead of the "Save" button. You select the original OBJ, and UVLayout just changes the UV coords, leaving all other info in the file unchanged. So basically after that the new OBJ should look exactly like its own file as far as MAX in concerned, so I'd think it should be able to load it then.
2) Send me an OBJ from UVLayout, and the same mesh as an OBJ that you've passed through Ultimate unwrap3D, and I'll be able to tell from that what different about the formatting that MAX does or doesnt like.
Thanks,
Phil |
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wadoman
Posts: 8
Joined: 05 Oct 2006
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Posted: Fri Oct 06, 2006 5:13 am Post subject: |
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I tested it this morning with a simple shape (cylinder) and I can bring it staight into max fine, but trying the same thing with a character and it doesnt work. I tried the update and that didnt work either.
I will mess with it after work and send you the 2 files (UVL odj export and UU3D obj export) |
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wadoman
Posts: 8
Joined: 05 Oct 2006
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Posted: Fri Oct 06, 2006 2:07 pm Post subject: |
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I emailed you 3 files to the contact email on the site. Hope that was the right place. |
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wadoman
Posts: 8
Joined: 05 Oct 2006
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Posted: Fri Oct 06, 2006 2:26 pm Post subject: |
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Ok so heres the run down. It looks like the whole model needs to be UV edited before it will import into max. I did a few tests after my character wasnt importing into max with the UV's.
1. simple cylinder fully UVed in UVL exported as .obj which this imported purfectly into max.
2. simple cylinder halfway UVed in UVL exported as .obj which this didnt import into max with any UV's, but it did import into Ultimate Unwrap3D which I reexported from there and it imported into max fine.
3. So after that I went back to my character and did a quick dirty "full" UV edit and low and behold it imported into max just fine.
So for some reason max doesnt like it when its half edited. |
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3dioot
Posts: 1
Joined: 07 Oct 2006
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Posted: Sat Oct 07, 2006 3:50 am Post subject: Thanks wadowan! |
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Appearantly this isnt just the case for 3dsmax but also for softimage XSI. Thanks wadowan! Great program btw!
GrtZ 3dioot |
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headus Site Admin
Posts: 2899
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sat Oct 07, 2006 6:45 pm Post subject: |
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Well, at least there's a work-around! I havent had a chance to look at those OBJs yet, but hope to this week sometime.
A quick way to ensure that all polys have UVs is to hit the "D" hotkey with the mouse pointer aimed at clear air ... a menu will appear, and basically from there you can click'n'drag a box around all remaining polys to drop them down into UV space. You can then save that OBJ out and everything will have UVs.
What I'll do is add a preference somewhere for "All UVs in Export", so that those of you that want to can tell UVLayout to assign something like a planar projection to anything not yet flattened.
Phil |
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