UVW / Skin / Cloth                              

In this section you can find information about the UVW mapping and Skin/Cloth tools of PolyBoost. There are tools for adjusting the UVW mapping in the viewport, working with the Unwrap UVW modifier, Skin modifier and the Cloth modifier.

Quick navigation:

UVW Tweak Stitch
Loop UVLineupVertical
Ring UVLineupHorizontal
GrowLoop Outline
ShrinkLoop ToBase
GrowRing ToUVW
UVSpaceVertical UVSpaceHorizontal
Skin/Cloth Grow Skin/Cloth Shrink
Skin/Cloth Ring Skin/Cloth Loop
Skin/Cloth Element

 

UVW Tweak

This tool lets you adjust the UVW mapping on your model directly in the viewport by dragging over the vertices of the model to pull the UVW-vertices around. A good way to quickly adjust areas of stretching in the UVW mapping without the need to add any modifiers. Choose the desired mapping channel in the spinner and start the tool by clicking the checker button (or by shortcut) and right-click to exit the tool when you are done tweaking.
The Undo/Redo button undoes and redoes the last action in UVW Tweak. Because of limitations in maxscript the normal undo system in 3ds max does not register scripted changes in mapping coordinates, therefore the Undo/Redo button is in place to offer this possibility.
It is good to have a texture applied to the model that you can easily spot stretching in the mapping on when working with UVW Tweak. A checker map can be good for this purpose.

Normal: Pull mapping vertices around

Shift: Hold shift and drag over a vertex to automatically average the position of the mapvertex relative to its surrounding mapvertices. A quick way to get good results if a mapvertex is far off.

Shortcut: When used as a shortcut this tool will default to mappingchannel 1.

Loop

Loops subobject selection in the Unwrap editor.

Subobjectlevels:

Polygon: Select a pair of polygons next to each other and apply to select loop.

Edge: Selects edgeloops.

Vertex: Select a pair of vertices next to each other and apply to select loop.

Ring

Rings selections in the Unwrap editor.

Subobjectlevels:

Polygon: Select a few polygons in a row and apply to select ring. If you select more rows, more rings can be made if the additional rows are going in the same direction as the first.

Edge: Selects edgerings.

Vertex: Select a few vertices in a row and apply to select ring.

GrowLoop

Grows a loop in the Unwrap editor.

Subobjectlevels:

Polygon: Works if 2 or more polygons in a row are selected. Select polygons on crossing loop to turn and keep growing loop.

Edge: Grow edgeloop in steps.

Vertex: Works if 2 or more vertices in a row are selected.

ShrinkLoop

Shrinks a loop in the Unwrap editor.

Subobjectlevels:

Polygon: Shrink polygonloop. Works even if the loop is turned at some points.

Edge: Shrink edgeloop.

Vertex: Shrink vertexloop.

GrowRing

Grows an edgering in steps in the Unwrap editor.

Subobjectlevels:

Edge: Select an edge and start growing.

Stitch

Stitches the selected vertices to their corresponding uv seam vertices. If a uv vertex has more than one other corresponding uv vertex it will be stitched to the closest.

Normal: The selected vertices are moved and welded to their corresponding vertices. If both corresponding vertices are selected they will be collapsed into their average position.

Shift: Both corresponding vertices are collapsed into their average position.

The first image shows the initial uv selection. The second shows stitch applied. The third shows stitch applied when Shift is pressed.

UVLineupVertical

If the subobjectlevel in the UV editor is vertex then this tool lines up the selected uv-vertices vertically in a straight line. If the subobjectlevel is edge it will lineup the selected edges. If Shift is pressed it will loop through all selected edges and line up all the edgeloops of those edges vertically. In that case it is enough to select one edge on each edgeloop to lineup. It will also lineup UV seam edgeloops.

Subobjectlevels:

Vertex: Linup selected uv vertices vertically.

Edge: Normal: Lineup selected edges vertically.

Shift: Lineup the edgeloops of all selected edges vertically.

UVLineupHorizontal

If the subobjectlevel in the UV editor is vertex then this tool lines up the selected uv-vertices horizontally in a straight line. If the subobjectlevel is edge it will lineup the selected edges. If Shift is pressed it will loop through all selected edges and line up all the edgeloops of those edges horizontally. In that case it is enough to select one edge on each edgeloop to lineup. It will also lineup UV seam edgeloops.

Subobjectlevels:

Vertex: Linup selected uv vertices horizontally.

Edge: Normal: Lineup selected edges horizontally.

Shift: Lineup the edgeloops of all selected edges horizontally.

UV Lineup examples:

The first image shows the initial selection and the second shows UVLineupHorizontal applied in vertex suobjectlevel.

These four steps shows UVLineup applied in edge subobjectlevel. Image one shows the initial edgering selection. In the second image UVLineupVertical is applied with the Shift key pressed. The third image shows the edgering selection to be used for the horizontal lineup. In the fourth image UVLineupHorizontal is applied with the Shift key pressed.

UVSpaceVertical

If the subobjectlevel in the UV editor is vertex then this tool space the selected uv-vertices vertically to make the distance between all verts identical. If the subobjectlevel is edge it will space the selected edges. If Shift is pressed it will loop through all selected edges and space all the edgeloops of those edges vertically. In that case it is enough to select one edge on each edgeloop to space. It will also space UV seam edgeloops.

Subobjectlevels:

Vertex: Space selected uv vertices vertically.

Edge: Normal: Space selected edges vertically.

Shift: Space the edgeloops of all selected edges vertically.

Note: The vertices needs to be in roughly the correct order since the tool does not take into account where on the loop a vertex is placed.

UVSpaceHorizontal

If the subobjectlevel in the UV editor is vertex then this tool space the selected uv-vertices horizontally to make the distance between all verts identical. If the subobjectlevel is edge it will space the selected edges. If Shift is pressed it will loop through all selected edges and space all the edgeloops of those edges horizontally. In that case it is enough to select one edge on each edgeloop to space. It will also space UV seam edgeloops.

Subobjectlevels:

Vertex: Space selected uv vertices horizontally.

Edge: Normal: Space selected edges horizontally.

Shift: Space the edgeloops of all selected edges horizontally.

Note: The vertices needs to be in roughly the correct order since the tool does not take into account where on the loop a vertex is placed.

UV Space example:


The first image shows the initial edgering selection. In the second image UV Space Horizontal is applied with the shift key pressed to space the whole loops.

Outline

Outlines current subobject-selection in the Unwrap editor. Selects the outer border.

Subobjectlevels:

Polygon: Selects the polygonborder of the current polygon selection.

Edge: Selects the edgeborder of the current edge selection.

Vertex: Selects the vertexborder of the current vertex selection.

Note: Since version 3.0 this tool is only available as a shortcut.

ToBase (->Base)

Sets the selection in the Editable poly baseobject based on the current selection in the Unwrap editor.

ToUVW (->UVW)

Sets the selection in the Unwrap editor based on the current selection in the Editable poly baseobject. You need to be in the Editable poly baseobject for this to work. It will automatically jump to the UVW Unwrap modifier that is highest in the modifier stack and open up the Unwrap editor in the relevant subobject mode.


The first image shows the selection in the baseobject. The second shows the selection brought into the unwrap editor.

Skin/Cloth Grow

Grows vertex selection in the Skin or Cloth modifier.

Subobjectlevels:

Vertex: Select vertices and apply to grow.

Skin/Cloth Shrink

Shrinks vertex selection in the Skin or Cloth modifier.

Subobjectlevels:

Vertex: Select vertices and apply to shrink.

Skin/Cloth Ring

Selects vertex rings in the Skin or Cloth modifier.

Subobjectlevels:

Vertex: Select a few vertices in a row and apply to select ring.

Skin/Cloth Loop

Selects vertex loops in the Skin or Cloth modifier.

Subobjectlevels:

Vertex: Select a pair of vertices and apply to select loop.

Skin/Cloth Element

Selects all vertices that share geometry with the selected ones.

Subobjectlevels:

Vertex: Select vertices and apply to select element.


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