Uploader Comments (SebastianK94)
Top Comments
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good tutorial but maybe if there was less talking and more uv editing, you would be more efficient.
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Thank you.... T.T You have no idea how much this has helped me.
All Comments (17)
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How do I straighten (alighning) uv's based on average value between horizon or vertical UV's instead of Absolute (Maximum and Minimum) in U and V.
In 3dsmax I can select multiple edgerings or edgeloops UVs and straighten them on average valu rather then absolute maximum or minimum.
Now i have to select each edgeloop convert it to UV's and straighten the uv's for each selected loop or ring.
Which cost HUGE amount of time totally ineffective./
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@MrLemonyFresh whoops this is 2 years ago XD diddn't notice, for all i know you've probably picked up on that..
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sebastian, as a max user this alienated me as i knew the processes well but while you were explaining basic funimentals of 3d modelling practice, i was losing focus, as i was waiting on the actual gui processes. A large quantity of people are going to be like me, having learnt all the theory and are just trying to learn a new interface which obviously takes a lot less time. It might be good to keep that in mind next time. Regards.
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hahaha "It will kill you"
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@albertozarzuela Make sure you have selected "Polygons" mode and your menu buttons will change a bit, I had this issue as well when I first ran Maya 2012.
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Cheers you teach better than our PhD Lecturer!;o)
Thanks Sebastian, I needed that, it was excellent.
One thing though, the seem down the side, what happens there?
xungarax 3 years ago
When you texture you will have to match up that area so that it looks like there isn't any seem there. It sounds weird when said but if you try it out you will understand what I mean. ;)
SebastianK94 3 years ago