From: Peter Watje To: Jay Muchhala ; bvocal@mindspring.com ; john@snapjax.com Cc: muchhala@hotmail.com ; adijeff@dial.pipex.com ; 3DSMAX@EngramDigital.com <3DSMAX@EngramDigital.com> Subject: Re: Further Explanation of "Color Mockup to Full Textures" idea Date: Thursday, April 06, 2000 10:43 PM Actually UVW Unwrap is what you want, just edit the points where they are to close by pulling them out. You can do this by turning on the soft falloff in XYZ space selecting the edges verts and scaling them out. Then just pump the new Texture Verts out througn one of the unwrap utils to match to a bitmap. At 07:16 PM 4/6/00 PDT, Jay Muchhala wrote: >Bayard -- > Nope. Check Unwrap UVW again -- it doesn't convert a texture between >mapping types nor does it export bmps... > >>ah, well, they have. And it does not even cost more money! >>Want to know why? >>'cause it's built in..... >>it is called 'unwrap uvw' >>cheers, >>bayard >> >>John Hamm wrote: >> >> > Interesting... I'd think somebody somewhere has come up with a utility >>to >> > "unwrap object with textures" >> > >> > ----- Original Message ----- >> > From: "Jay Muchhala" >> > To: >> > Cc: <3DSMAX@EngramDigital.com> >> > Sent: Thursday, April 06, 2000 2:42 PM >> > Subject: Further Explanation of "Color Mockup to Full Textures" idea >> > >> > > 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 >> > > >> > >> > -- >> > Subscribe/Unsubscribe at: >> > http://mail.engram.net/guest/RemoteListSummary/3DSTUDIOMAX >> > List courtesy of http://www.Engram.net >> >>-- >> >> >>bayard >>Fish Bone Lodge >>Animation, Illustration, Design and Multimedia Production >>5 Star Cuisine, Cocktails and Dancing Nightly >>http://www.mindspring.com/~fishbone-lodge/ >> >> > >______________________________________________________ >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 > PeterW www.max3dstuff.com -- Subscribe/Unsubscribe at: http://mail.engram.net/guest/RemoteListSummary/3DSTUDIOMAX List courtesy of http://www.Engram.net