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Some help with UVW coordinates

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  • Some help with UVW coordinates

    Hi guys,
    I have a very dumb and newbie question maybe, but... I have to ask!

    When I import some geometry from another software (Revit or Rhino) into 3ds Max, UVW mapping does not work correctly as with native objects.
    In the screenshots, the geometry is imported as DWG, converted into editable mesh and I added a UVW modifier with cubical mapping and real world scale size. Did the same with the 2 native geometries, the box and the sphere. As you can see, concrete texture size is different, correct for the cube and huge for the stairs. What does cause this? Maybe differences in units between software? I noticed max is set in inches, rhino was in feet when the model was created...

    Any fix? How can I clear the UVW form the imported objects and apply a new correct one to have every texture with the same size?
    I know maybe is very simple thing, but I am not a 3dsmax ninja...

    Thanks!
    Last edited by sheehan_partners_nm; 22-05-2017, 08:28 AM.

  • #2
    Originally posted by sheehan_partners_nm View Post
    Maybe differences in units between software? I noticed max is set in inches, rhino was in feet when the model was created...
    I would've thought so. Have a look at the object scales (right-click the scale tool). The ones you created in Max will say 100%, the imported data will probably be out by a factor of 12 (assuming feet->inches).

    You can either convert the imported object to an editable poly and reset the xform before you add your UVW map, or you could just compensate by adjusting the tiling of your UVW map by a factor of 12.

    The first way would be the sensible option, as then maps set to world scale will be correctly sized, rather than 12x too big.

    Cheers,

    John
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    • #3
      Originally posted by Wilyman View Post

      I would've thought so. Have a look at the object scales (right-click the scale tool). The ones you created in Max will say 100%, the imported data will probably be out by a factor of 12 (assuming feet->inches).
      Exactly John! Just checked and the Absolute Local is 1200% for those geometries! Damn it...

      Thank you for your help.

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      • #4
        an easy way to fix that is select the object, go to utilities in max, reset xform, then convert back to mesh/poly. it'll have the scale at 100%

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