| 09-15-2006, 12:02 AM | #1 |
Texporter basicly lets you save a picture of your UVW at any size. Better then Prt Scr. Texporter (Max 1) Texporter2 (Max 2) Texporter3_3 (Max 3) Texporter3_4 (Max 4 and 5) texporter_install_v3.4.6.6 (Max 6 and 7) *** NOT MADE BY ME JUST WANTED TO TELL PEOPLE ABOUT IT WHO DIDN'T KNOW*** Download page: http://www.cuneytozdas.com/software/3dsmax/ |
| 09-15-2006, 06:35 PM | #2 |
Moved to modelling. Shall i stick this? |
| 09-15-2006, 08:11 PM | #3 |
This is a really nice utility, I recommend it, very useful and easy to us. |
| 09-15-2006, 08:40 PM | #4 |
this plugin has been around for ages... If you have 3ds max 8, this is useless though because max 8 has a render UV feature wich does exactly the same thing. Aniway, I am making this sticky, because mabye still people don't know of it, and I'm also removing the zip's from here for it's not fair for the author. I'm changing it to a link to the author's download page. |
| 01-07-2010, 04:42 AM | #5 |
Yes guys, Texporter is a small but a handy utility to unwrap any mesh in texture coordinate space. This process results a "flat" wire frame representation of your model so that you can use your favourite painting software to paint colour, bump, shininess etc. maps being sure that itll perfectly fit to the geometry when applied on it. |
| 01-12-2010, 05:04 AM | #6 |
right, and from 8 onwards max comes with a render uvw unwrap feature. |
| 07-18-2010, 10:29 AM | #7 |
I'm working on some uber huge model, and that's probably why I got this error box during exporting. I'm using 3ds max5 with war3art tool ![]() Guess what, almost all of my uvw unwarpings gets reseted after importing it to worldedit, but it looks perfect if I open the same mdx model via warcraft3viewer. Any suggestions? ![]() |
