From: Jay Muchhala To: adijeff@dial.pipex.com Cc: 3DSMAX@EngramDigital.com <3DSMAX@EngramDigital.com> Subject: Further Explanation of "Color Mockup to Full Textures" idea Date: Thursday, April 06, 2000 12:05 PM Adi (and anyone else who's interested)-- here's a better explanation of what I was babbling about yesterday: OK so for this character I made I created a color character sketch to base the modelling off. Then I flat-mapped the front and back color sketches onto the guy. Looks great except for stretching at the sides of the arms, the ears, etc. So I wanna fix this. Now in Softimage if I remem correctly there was a 'convert to UV mapping' option you could use to convert any mapping type to an explicit surface-based map. So I'd like to do something like this in MAX. The idea being that I could then take this flattened out converted map into an editor to fix up the stretched areas now that there's more pixel space in these areas. Now a utility like Unwrap or Texporter will save the 'unwrapped' surface of a model as a BMP (which you can then paint on) -- exactly what I'm talking about. EXCEPT that they'll only save the non-textured surface. IE just the material color; whereas I want to work off the model's previously placed textures. Does that make sense? Are there any utilities out there that will do this? Thanks Jay >Jay, >Glad to help. I don't follow you with your mapping problem though. Can you >explain in a bit more detail? > >Adi > > > Adi -- > > Thanks for the help. I had had 'edge' and 'midpoint' both > > selected in the > > snap options; turns out having only midpoint selected is the key... > > And thanks a ton for explaining the unwrap and unwrap+ stuff. > ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com -- Subscribe/Unsubscribe at: http://mail.engram.net/guest/RemoteListSummary/3DSTUDIOMAX List courtesy of http://www.Engram.net