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max7 combine multi meshes into one wrap

07-04-2005, 04:07 PM#1
alreadyused
my question is this..... i have a character im creating with about 6 different meshes and i would like to combine all of the meshes into one skin....I usually have no trouble doing this with my ultimate unwrap 3d program but whenever i use that it tends to square out faces on my models. So now i use max 7 tools for all my unwrapping but ive yet to figure out how to combine all these different meshes into one wrap...if anyone can point me in the right direction it would be appreciated. Thanks.
07-04-2005, 04:33 PM#2
BlinkBoy
combine each of them into 1, make your unwrap inside the unwrap area then follow my tutorial for saving your unwrap in an image http://www.fulgrim.com/forum/viewtop...?p=27550#27550

and detach the meshes back. that is 1 way

the other way is to group them (select them and in group menu there is another function called group, use it.), add an unwrap modifier make your unwrapping, and finanlly break the group, it should work perfectlly.
07-06-2005, 03:50 PM#3
alreadyused
Quote:
Originally Posted by BlinkBoy
combine each of them into 1, make your unwrap inside the unwrap area then follow my tutorial for saving your unwrap in an image http://www.fulgrim.com/forum/viewtop...?p=27550#27550

and detach the meshes back. that is 1 way

the other way is to group them (select them and in group menu there is another function called group, use it.), add an unwrap modifier make your unwrapping, and finanlly break the group, it should work perfectlly.

well i did the first and second suggestions of yours.....i attached all meshes into one made an unwrap and then selected polys to the original pieces detached them to what they were before and it ended up resetting the unwrap completely.

Then i tried the grouping method which seemed alot better but when i went to make them all one group and chose the unwrap modifier it would not let me select faces or give me a scroll down menu to work with the unwrap..............
07-06-2005, 09:10 PM#4
BlinkBoy
sry my error, i forgot about something.

follow the first form and in the part of detaching before detaching convert the model to editeable mesh, that way the TV vertices will be saved in the models data and u will get rid of the modifier. After that detach each of the polygons back and deselect every thing, them select all the separated meshes and add an unwrap modifier.