No render uvw template


















Move the mesh outside the checkered box. Toggle the Angle Snap on the toolbar. Rotate the mesh. We will line up all barrel segments to be horizontal, pointing to the left. This is important to maintain the same size pixels from the texture bitmap on all barrel segments. Or else one segment could have bigger pixels than other segments. Or even worse is to leave one barrel segment with rectangular checkers, which would stretch the pixels from the texture.

Use the Freeform mode to resize each segment until the checkers are square and the same size on each barrel segment. Make sure you are in Face mode, and Select Element is checked. There are 5 flat segment areas of the barrel left.

Use Move to move the selections outside the box. Scale down the poly selections until the checkers are about the same size as the barrel segments checkers. Move the gun box sides to an empty space. Scale the gun box mesh until the checkered squares are the same as the barrel. Move the selection outside the checkered box.

Scale it up so the checkers are even with the rest of the model. Choose Box Mapping. Click OK. Or, maybe you can just save out one of the simpler objects with this issue and attach it here, please.

I'm not sure what is happening but I do want to help. Best Regards,. I am having the same issue, and on a very simple object. Did you ever get an answer? This is ridiculous. Comptepoubellea must have gotten busy so I never got a file to check out. Can you please attach a file for me? I've gotten confirmation from dasabio that this issue was because of the current display driver. Please change to D11 or D9 and you should be good to go.

After verification, the problem indeed came from my display driver, although I was using "Legacy Direct 3D". The problem was gone after changing to D11, thanks a lot! Thank you for the update and confirmation Comptepoubellea , I appreciate it! Notice: updates available for Apache Log4j vulnerabilities. See the security advisory on the Autodesk Trust Center for more information. Share your knowledge, ask questions, and explore popular 3ds Max topics. Turn on suggestions.

You can use any simple box or cylinder-shaped model to get clear and easy to see results. Assign a simple material to it — depending on your rendering engine or cloud render farm you use, it can be Standard, VRayMtl, or CoronaMtl. Add a Bitmap to the Diffuse slot and apply a texture you can also drag-and-drop the texture into the slot. In our case, we downloaded a free wood texture from Arroway Textures. By default, 3DS MAX tries to project the texture on a 3D object as if it was a simple plane, and then stretches the pixels on the edges for the height.

To define how to properly display our texture, we need a UV Map. The process of linking these pixels together is called UV mapping. After that you are ready to use 3ds Max render farm to render your project.

Apply UVW Map modifier to the object. Length, Width and Height values control the size of the Gizmo of the texture projection. When using square seamless textures ,we can enter the size of the materials shown on the texture.

It is easier when our material has certain elements for which we know the sizes e. Otherwise, you have to guess or estimate the suitable values.

The result is good enough for our case. When guessing the values, make sure to keep the aspect ratio between dimensions constant. Our texture looks much better now, but it is rotated the wrong way on the table legs.

You can move, rotate, or scale the Gizmo like a normal object. Use the Angle Snap tool to turn Gizmo 90 degrees by one of the axes X or Y, depending on your object. This is a good result for an object in the background, or away from the focus of the shot.

Try choosing different UVW Map types to see which one fits your object best. There is a seam in the middle of the leg, which will become more visible once we change the texture. In this case, we need to use Unwrap UVW modifier instead. Unwrap UVW has many tools for creating and editing the UV maps, and figuring out how it works is not that easy. First, let's click the Open UV Editor button; here we can see our current map.

The map will be empty if the object was not created through basic primitives.



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