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HOW TO UNWRAP A SPHERE IN 3DS MAX 2018 HOW TO
Well the first thing you need to understand is what is UVW Unwrapping? The definition of unwrapping is the process in which you are telling your software how to apply a 2D image (texture) to a 3D model. Well the reason for this is that when you have a model that is simply more complex than the standard primitives, you need to UVW Unwrap that model. What happens now though is that once you apply the texture to it, it simply doesn’t look anything like the texture, either that or you are getting a flat color. So you made your first 3D model that is not a primitive geometry, and now you want to add a texture to it. Well this post should be the answer to the first request, and a base for the second one as you need to know UVW unwrapping if you ever want to do get into low poly models and baking (most notably for gaming). If I had the skill I'd write something from scratch that can also take advantage of multi-threading, but at the moment that's out of my league.I have received a few requests about making a video that will cover UV Mapping as well as a few others asking for a video on making a low poly model and then transferring the details from a high poly to the low poly model (Bake down the textures). I'll look into a couple other optimizations as well - flat walls shouldn't usually have a need to re-flatten anything. It's on by default at the moment, but I may have it start off disabled for the next release. To address this, I recently added a feature in that checks for overlaps in the result, reflattens any that exist based on a very small angle, then repacks.
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The main trouble right now is that the unwrap function often results in overlapping polygons, especially on complex curved areas like facial features. This script uses the same unwrap function as Max uses internally, with the same benefits but also the same bugs and limitations. Steamroller stores the state of its options for the session, so the it should stay disabled until you close Max. Try unchecking "Re-Flatten Overlaps" if you haven't already. Render UVWs has some really weird quirks. The modifier has also opened up an easy way to clear the unwrappers and check for them before flattening.
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The applied modifier is now called "SteamRoller_UVW" Fixed the instance problem by using a custom unwrapper name and checking for it. Bugfix for a case where some of the geometry wouldn't be unwrapped. Hunting down a bug that is causing unwraps to fail when "by selection" is disabled. Added tools to quickly view the first several UV channels, among other things Adding Normalize clusters, rotate clusters, and fill holes. Chaning spacing default to 0.001 to match Max defaults Added UV channel suffixes to allow unwrapping to multiple channels. UV tools now moves with steamroller (currently, as a fixed position) Switched UV tools to a check button to allow obvious toggling Fixed a bug that was preventing unwrap when the face selection was being carried over Beta UV Tools now pops up to the right of SteamRoller instead of directly on top. Settings are now saved when closing and loaded when opening for the duration of the Max session. When active, this option detects overlapped faces, unwraps with an angle of 0.001, and repacks using the parameters supplied for the unwrap. Reflatten Overlaps option is now implemented. MCR is first ran/dragged onto the viewport. Added an installation instruction popup to the script that runs when the. Added installation instructions back onto Scriptspot page. Reflatten overlaps is now off by default. Author: Michael Vladimir Nicolayeff (SmallPoly)