What you need in your game may differ depending on your optimization requirements and platform, so have fun with this. If your doing a lot of objects that either 1, don't need to be light mapped, or 2, need to have tileable textures primarily but will be lightmapped in unity, you can also opt to keep the uv s how you have them, and just setup the second channel optimized within the 0-1 space (with nothing overlapping) and unity will use this second channel to lightmap on.
#Zoom in unwrapuvw 3d max 2010 manual#
You can adjust mapping to fit on Mesh, Patch, Polygon, HSDS, and NURBS models using any combination of manual and several different. You can also use it to unwrap and edit existing UVW coordinates on an object. Removing this means that in the Edit UVWs window polygons will be bigger and you will need to zoom out with the mouse wheel. The Unwrap UVW modifier lets you assign mapping (texture) coordinates to objects and sub-object selections, and to edit those coordinates by hand as well as with a variety of tools. If you then import this into unity, and add the texture, you just want to make sure you have use alternate uv channel selected in unity and it should handle the swap just fine. Unwrap UVW Modifiers> Configure> uncheck ‘Normalize Map’ Notice: Normalize Map of 3DS Max will maintain the correct proportions for the various polygons. Once you've done that, you can re-apply the baked texture to the model (selecting channel 2 on your material editor to show the results on the proper channel)
(you may have to tweak this to get the results you need) Next, you'll want to use max's render to texture feature (0 is the shortcut) - your going to select channel 2 as your mapping channel, and render that out at your desired texture size. Then, pack that up (should be under the options in the uvw editor) it will normalize it to the 0-1 space (the square on the screen) - to optimize the space, you may want to break that into several chunks so it uses as much space as possible while staying in the texture space of 0-1 You could probably just use the unwrap you have now, so copy it. with them as vector lines in Adobe Illustrator and wont decrease in quality as you zoom in. Take a look at it, and you'll see a little slider that says 1 change that to 2, it will now be using channel 2 of your unwrap modifier. You can apply a single UnwrapUVW modifier to multiple meshes.
View 3D files in different shading modes such as: smooth, wireframe on smooth, texture passes and more. Inspect the 3D model’s mesh, texture, material and animation data. Ok, so it seems your using 3ds max, so I'll give you the step by step.Īdd a uvw unwrap modifier to your stack. Use simple pan, zoom, and orbiting controls with your mouse, touch, pen or keyboard.