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UV Copy

This script was done in one day and saved us a few weeks worth of work back in 3dsMax 4.

Some of our rigged characters didnt have good UVs, and we couldnt copy the UVs of the textured versions because the meshes were somehow different. Most of the time the vertices were out of order, we could see this by morphing one mesh into the other.



So I stepped in and wrote this utility. It works by using the vertice's XYZ position instead of its number.

It also work when meshes have sightly different topologies. For exemple, in the previous screenshot it ignored 14 quads because the triangulation was not the same.

Of course now with 3dsMax 6 you could use the Skin Utilities.