Hide sub-objects while in UV editor

Hide sub-objects while in UV editor

Absinthe23
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Message 1 of 5

Hide sub-objects while in UV editor

Absinthe23
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I'm editing UVs for a building and am having trouble seeing the inner faces of the walls (the object is all one mesh and they're obscured by the outer faces of the walls). Is there a way to hide sub-objects like faces while UV editing? You can't go back to the editable poly and hide them as that will cause you to loose any work done in the UV editor.

 

Thanks.

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Message 2 of 5

Anonymous
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I think the only way to accomplish what you're looking to do is by stacking modifiers.  So, add a UV Unwrap to your editable poly and layout the UVs.  Add an edit poly on top of this, then hide the selections and add a UV modifier on top of this.  You can then edit the UVs for those inner walls while having the outer walls hidden temporarily.  When you're satisfied apply another editable poly modifier above the UV modifier and go into the subobject mode and unhide all.

 

What I would do to make this process work smoothly is make the exterior walls as MatID = 1 and the interior walls as MatID = 2.  Then when you hide that selection, you can actually work on the individual material ID in the UV editor.  Otherwise, you'll be showing all the UVs (the hiddens faces will still show).

 

If you move back in the modifier stack, you end up losing your changes, but if you move up in the modifier stack (doing it this way), it will preserve those changes.

Message 3 of 5

Absinthe23
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Thanks for the reply. Adding a poly edit and then another UVW kind of works - I can select subobjects in the poly edit then move their UVs after selecting the UVW but it's kind of klunky switching back between the two. I can't select subobjects while on the UVW, only by going back to the poly edit. Am I missing something?

 

Havent tried the material IDs yet as I have the materials set up just-so already & don't want to mess with them but I'll give it a go on my next new model.

 

I'm wondering if it's perhaps easier to break the model onto pieces & re-assemble once the UVs are done..?

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Message 4 of 5

Anonymous
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It might seem kind of klunky, but it's what I've found it to work well... there are other approaches you could take in modeling that might make your workflow more effective for your style, but give this a serious go.

 

3ds max is designed for sculpting objects through the modifier stack... you really just have to get used to moving up and down it.  You can think of it like layers in photoshop where once you're happy with what you have and no longer need to make changes to any layer, just collapse it (merge) and continue stacking more modifiers above.  Stack, collapse, then stack... collapse... and just keep going with it.  The only thing with this workflow is that you are committing those changes that you cannot undo, but doesn't mean they are fixated.

 

...

 

Pertaining to your response... Once you edit the UVs, don't switch back to the edit poly beneath the UV modifier... add another edit poly above and then unhide... hide the ones you just worked on and add another Unwrap modifier above it.  edit those UVs and then when you're done, add another edit poly on top of that and unhide everything then collapse the stack.  Add a UV unwrap and see how your changes are all there.  (you should end up with a stack from bottom -> top that reads something like : box -> edit poly -> unwrap uvw -> edit poly -> unwrap uvw -> edit poly).

 

**make sure that when you are moving from the edit poly modifier to an uwrap modifier above it, that you are exiting the subobject mode (if you're selecting by element the indicator will highlight yellow, click that button to unhighlight it indicating you are out of subobject mode).

 

Message 5 of 5

Absinthe23
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Wow, that's one big stack 🙂 Thanks very much for the advice, I'll give it a go. I just moved from Blender about a month ago where UV editing is pretty transparent - no modifiers, just a different window, so will take some time to get used to. Max seems pretty deep so still learning... Thanks again.