Problem with textures applied using UV Editor and single tga file

Problem with textures applied using UV Editor and single tga file

Anonymous
Not applicable
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Message 1 of 11

Problem with textures applied using UV Editor and single tga file

Anonymous
Not applicable

The game I export to requires all textures be on a single tga

I am using the UV Editor to flatten the objects and then resizing them so that the proper area of the tga image is applied to the object.  Mapping looks fine but I have run into a big problem.

 

After mapping a few objects in the scene, now every time I map a new object, the mapping on one of the previously mapped objects reverts to showing the entire tga image instead of just the part of the tga image that was mapped.  

 

I have tried freezing objects but that didn't help.  I also use the "Isolate Selection" command to avoid selecting adjacent objects.  Also closed and restarted Max.

 

So, is there a way to lock the UV map on an object?

 

I am fairly new to 3d modeling and Max but I have successfully completed several projects without experiencing this problem.  Been looking all day online but have not found any mention of this. 

 

Any ideas appreciated!

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Accepted solutions (1)
1,498 Views
10 Replies
Replies (10)
Message 2 of 11

Diffus3d
Advisor
Advisor
Accepted solution

Hello @Anonymous ,

 

Sounds like maybe your unwrap modifier is instanced between objects.  Does collapsing it on finished object cement the issue in place for you?

 

Best Regards,

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Message 3 of 11

Anonymous
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Thank you for the reply. 

 

After mapping, I usually convert the object to an editable poly.  I don't think I've been collapsing the Unwrap UVW modifier before adding the poly modifier.  I will give that a try and report back.

 

Thank You!

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Message 4 of 11

Diffus3d
Advisor
Advisor

Are you doing the mapping in the unwrap uvw window, or by adjusting mapping properties on a material?  Very different approaches, but vastly different solutions here.  Thanks!

Best Regards,

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Message 5 of 11

Anonymous
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So instead of adding the EP modifier after mapping, I just clicked on the Unwrap UV in the stack and then I was able to select the next object to be mapped.  I mapped 8 or 9 objects without any issue and then all of the sudden, three objects that I had just done reverted back to displaying the entire map again.

 

I'm not sure I understand how to collapse the Unwrap UVW modifier. Do I use the "Collapse To" Command?  Won't that erase the Edit Poly modifier that is under the "Unwrap UVW" modifier on the stack?

 

 

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Message 6 of 11

Anonymous
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I'm using the "Unwrap UVW" UV Editor window.

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Message 7 of 11

Diffus3d
Advisor
Advisor

Is the unwrap modifier in bold?  (Meaning, it's instanced.)    Yes it would remove the edit poly.

 

Are you going under the unwrap and making changes to the model?  (If so, that would also blow away your uvs.)  


Best Regards,

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Message 8 of 11

Anonymous
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I apologize.  I'm afraid I might not know enough about 3ds Max to have an intelligent conversation.

 

I understand the difference between an "instanced" object and a "copy" but I'm not understanding what it means for the "Unwrap UVW" modifier  to be "instanced".  Does that mean the modifier is affecting more than one object or is the modifier tied to another instance of itself? 

 

As to whether it is in "bold", I'm not sure where to look for that.  After I finish mapping, the "unwrap UVW" modifier name is highlighted in blue and possibly in bold.  If I click on the modifier name in the stack then the highlight goes away.

 

I am not making any changes or even moving objects after mapping.

 

Thanks so much for trying to help.

 

 

 

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Message 9 of 11

Diffus3d
Advisor
Advisor

No worries @Anonymous, it's no problem and I do want to help you here.  I realize it's super hard to interact about things in 3d programs until the base terminology is there and I'm aware it's not your fault.  🙂  

 

Maybe you could post a couple objects with the problem?  Might be helpful but not always possible, I get that.  

 

Objects can be instanced, and modifiers can too.  (Such as the unwrap modifier, turbosmooth, even edit poly.)   If that modifier was instanced it would be in bold on the modifier menu, and if you were under it in a stack changing selections or altering the number of verts/faces it might (possibly) break the unwrap on the objects it's instanced on.  It's a bit more complex than that but it's a simplified explanation.  

 

It's hard to predict how your scene is setup but generally you don't need to instance that modifiier unless you need to (for example) pack all those uvs into channel 2 for lightmapping or something.  Even then, I always collapse it.  

If changing an unwrap on one object is affecting other objects, then that modifier is probably instanced.  You can select that layer and hit the 'make unique' button on the right click menu to uninstance it.  Worth a shot!

Best Regards,

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Message 10 of 11

Anonymous
Not applicable

I decided to go back to your first reply and try collapsing the "UnwrapUVW" after mapping every object.  I have almost all the objects mapped now and I have not had one incidence of map failure since then.  I am delighted and I am embarrassed that I did not try it sooner.

 

Thank you SO much!

 

I marked the selected post with the "Accept the Solution" button.

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Message 11 of 11

Diffus3d
Advisor
Advisor

I'm glad it's worked out @Anonymous !  Nice!  Thanks for the update!

Best Regards,

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