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Author Topic: UVW's question (7 messages, Page 1 of 1)
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CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 20, 2009 10:37 PM    Msg. 1 of 7       
Is there some sort of method of copying uvws from lets say, half of my map, to the other half?


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 20, 2009 10:44 PM    Msg. 2 of 7       
In Max; not that I know of. Pretty much you have two options; one is to cut the map and unwrapp half then clone it back to the other side (assuming your question is relating to symmetry) or do a google search for some scripts that may do what you need them to do.
Edited by YakZSmelk on Mar 20, 2009 at 10:45 PM


Advancebo
Joined: Jan 14, 2008


Posted: Mar 20, 2009 10:58 PM    Msg. 3 of 7       
Why dont you just mirror the geometry after it is unwrapped?


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 20, 2009 11:01 PM    Msg. 4 of 7       
Quote: --- Original message by: Advancebo
Why dont you just mirror the geometry after it is unwrapped?

its going to be a *female dog* to reconnect it and seal it.
also work on my hud slave :)


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Mar 20, 2009 11:02 PM    Msg. 5 of 7       
That's a good idea, just chop your map in half, then use the symmetry modifier to mirror the part that is unwrapped. I'm not sure, but if you align the ending verts on one side of the map to 0 on x or y axis, then set the symmetry modifier's gizmo to 0 on the previously mentioned axis, it shouldn't cause you errors.


Advancebo
Joined: Jan 14, 2008


Posted: Mar 20, 2009 11:14 PM    Msg. 6 of 7       
Quote: --- Original message by: CLS_GRUNT
Quote: --- Original message by: Advancebo
Why dont you just mirror the geometry after it is unwrapped?

its going to be a *female dog* to reconnect it and seal it.
also work on my hud slave :)


I am >:V

What no food D:?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 21, 2009 03:09 AM    Msg. 7 of 7       
CLS, there is a way to do this in max 2008 and above ( i think) i was reading about this recently.
If you find it impossible to do then the best way may be to either :

Take 1 object and rotate it to 0,0,0 and move it to 0,0,0 then texture it and save the uvws and move othere objects to same rotation and position and load uvws then move back

or

Texture 1 object then clone, rotation and move align to other objects (that you must detach 1st) then weld and fix.

There is no easy way that i know of but like i say i read something about max 2008 or 2009 haing an option for this.

 

 
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