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File: Capturar.jpg (302 KB, 1920x1015)
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I already unwrapped the model and now I'm trying to pack it in a nice and automated way

The pack option in Max works like shit, the selected part is much much smaller in the UV map than the actual object it's representing. I tried looking for scripts and shit and couldn't find anything
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>>645502
TexTools: http://renderhjs.net/textools/3dsMax.html
I’m surprised you claim to have search for this and not found it, it’s the quintessential UV add-on for unwrapping in Max.
If you feel that TT crawled out from the mid 2000’s and want a fancier and cleaner-looking option, you can budget for PolyUnwrapper instead: http://www.polytools3d.com/tools/polyunwrapper/
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>>645503

i've tried textools but it ended up messing everything up when it didn't crash. Idk if it's beucase I'm using max 2019 or if I'm using it wrong

I wish this polyunwrapper had a demo version
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>>645504
Export to Blender, use the TexTools addon there, import the model back in Max.
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>>645503
>budget
You mean pirate?
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>>645510
afaik the latest patched version is only up to Max 2018. If you want to go the freebie route it’s a good idea to stay a version or two behind the curve because of the time it takes for plugins to get released, although this is good advice in general as many plugins don’t always get updates right away even if you were willing to pay.
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>>645509
come on, m8...
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>>645519
Didn't you know?
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>>645502
I personally use Zbrush´s unwrap UVW to make the best unwraps, but have in mind that those are solutions for only one uv for each object - meaning, you´d have to break your cassete tape model into several models and then export all to Zbrush.
Max is great to break models apart correctly, and Zbrush is great to unwrap and paint/displace/bump them.
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>>645524
Yeah that's a good trick. I do all my seams in 3dsmax and use Zbrush to unfold/relax the most complex pieces. The combination of both makes flawless work in a very short amount of time.
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>>645524

This kind of workflow came to my mind but I have this notion that zbrush isn't very suited for hard surface work

I'll give it a try
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>>645502
>the selected part is much much smaller in the UV map than the actual object it's representing
Houdini's packer has an option to make islands proportional to their area; it may be worth checking out.
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>>645550

Oh nice, I'll check it out, thanks
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>>645502
Why not just do UDIM?
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>>645655

I'm considering it too but I'm trying to keep everything in one tile to keep it tidy
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export to fbx
open in blender
normalize uv maps
export to fbx
import to 3dmax
you're welcome
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>>645784
>export to fbx
That's where your plan falls apart. You could have suggested OBJ instead, it would have at least sounded reasonable.
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>>645784
retarded idea but ok
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>>645721
UV channels?





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