Why you should never use the scale tool in 3d max

Just recently I have found out the hard way that using the scale tool that I have, so ignorantly, been using for ages is simply wrong.

I don’t know why I haven’t realized it before.
I was texturing a model of a building (as described in the real world scale uvw tutorial) and something didn’t work as expected. I had a 25×25 cm textures that simply looked huge when applied to the model.

I double checked and triple checked everything but still the texture mapping was wrong. Finally I noticed that the size of the gizmo of the uvw map modifier wasn’t correct compared to the building. At that point I realized that the building was modeled in a different scale, than it was scaled using the scale tool to match the real world scale.

In order to better understand what the problem is, open 3ds max and create a simple 10 cm radius sphere. Now clone it, and scale the cloned object using the scale tool. Take a look at the radius of each one. They are both 10 cm even though one is obviously bigger.
The same happens with modifiers, in my case the uvw map. Even though the size was set to 25×25 it looked nothing like that.

Needless to say that you should model everything at real life dimensions, but if you find must work on a model that was scaled here is the solution:

Select the objects that you need to “repair”, go to the utilities tab select “reset xform” and click “reset selected”.

I hope this was helpful.

4 Comments
  1. Thank you! i was looking for this info for some time, i knew it was a way to reset but didn’t know how. Thanks :D

  2. АРХИТЕКТ says:

    …had the same problem…and found the same solution in a certain particle flow tutorial

  3. I am glad it helped you.

  4. Javier Diaz says:

    You should add that its a good idea to collapse the xform modifier after using it

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