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View Full Version : Numerical UV Scaling - Max


prototyp3
11-08-2007, 02:39 PM
Using Max 8 here and I'm wondering if I can numerically scale my UVs...

I have a model that has two 512 maps applied to it, using two IDs. I'd like to combine the maps into one 512x1024, use just one ID, so I can use projection painting across the seams. (only works with a single texture map) Is there a way to scale a selection in the UV Unwrap window by exactly 50% along either the U or V direction?

I hope that explanation and question is clear.

AGT
11-08-2007, 02:50 PM
I don't think that you can do that in 3D's Max.
You can select all your UVs and scale them manually all together though. It's not that difficult if you've already load your new 512x1024 map, no matter how complicated your UVs are.

prototyp3
11-08-2007, 03:14 PM
Thanks for the input. That was the backup plan, have the new map in the background and try to match the UVs up. Hopefully it won't be wonky and a bit off.

harefort
11-10-2007, 04:34 AM
Try using this little script: http://scriptspot.com/3ds-max/unwrap-tools
You can simply type in transform or scale values. (plus 100 more cool things)
You won't ever want to unwrap without them anymore! ;)

poopinmymouth
11-11-2007, 01:15 PM
Chuggnuts also allows you to scale numerically. I routinely scale by .5 in one, or both directions. It's got a ton of other nice tools too.

www.chuggnut.com

http://www.mr-chompers.com/images/poop.gif (http://www.poopinmymouth.com)