Get feedback on your in-development maps and models, discuss the latest modeling and level editing software, and anything else that comes in three dimensions.
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by Pericolos0 » July 11th, 2005, 7:24 pm
holy shit yes i was wishing something like this existed last week while unwrapping some detailed map props
Gonna try it out right away

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Pericolos0

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by OL » July 15th, 2005, 12:19 am
oo
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by Tequila » July 15th, 2005, 12:21 am
Any good or a mixed blessing?
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by Schmung » July 15th, 2005, 10:58 am
holy fuck, that looks awesome. Gonna try the free version on some organic stuff. I can unwrap mechanical thigns all day long without too much trouble, but organic stuff always flumoxes me.
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by Pericolos0 » July 15th, 2005, 3:26 pm
it crashed when i tried to import my model
when i finally got it imported, it crashed when i tried exporting
and last but not least 3dsmax crashed when i tried to import my model
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Pericolos0

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by KoKo5oVaR » July 15th, 2005, 4:19 pm
it had worked for me
just have to be carefull with the openings in the model
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by Schmung » July 15th, 2005, 4:20 pm
How many polys was your model Peri?
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by Pericolos0 » July 15th, 2005, 4:22 pm
180
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Pericolos0

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by st0lve » July 15th, 2005, 5:42 pm
If I only knew how to export to .obj D:!
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by Pericolos0 » July 16th, 2005, 4:44 pm
well its really really really buggy for now, but i hope this evolves into something nice
where you can select all the places where there can be seams, and then it'll output a complete uvmap for you, with maximum use of the texture space

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Pericolos0

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by Hourences » July 16th, 2005, 4:50 pm
I messed with it before at work, its cool but not awesome. Has some probs and sometimes a bit buggy
When you export to obj you have to disable certain options like compress numbers or whatever it was in export options or else the prog will crash upon import
Also it is possible to manually set the spots where there will be seams Peri, you have to break the vertices at that spot and weld them back later on when its imported in Max again
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by Pericolos0 » July 16th, 2005, 4:55 pm
yeah i know, but what i mean is it should evolve to something that makes an efficient uv layout. for example i did it with a door model i made and the uv was full of unused space, and alot of parts where rotated when they shouldnt be

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Pericolos0

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by KoKo5oVaR » July 16th, 2005, 5:12 pm
Anyway, you almost always have to reedit the uvmap, but for organic models it reduces the number of joints that you will have with several cylinder mapping
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by Hourences » July 16th, 2005, 5:30 pm
I found it most usefull for cave and rock meshes. Doesnt work for architecture imo
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