UVmapping

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UVmapping // New Users

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Post by jamesmc // Mar 13, 2006, 1:11pm

jamesmc
Total Posts: 2566
Okay, newbie questions here. :)


On UV mapping a face, I have problems...


ts6.6: chris head, photo from facial animator, modified in PS Pro(kept same size 512x512)


1. Why trueSpace 6.6 Planar UV map display upside down?



2. Why does the map paint behind Planar projections? see the image

a. The painting behind geometries really gives me a case. If I make a planar selection, highlight the pixels I want to map, why the heck does ts66 paint behind what I selected? asdf..asdf...



3. Why does a freeware UVMapper work so well and why does it display correctly, i.e. not upside down.


:) object exported from tS through LUUV plugin.


4. Why is UV mapping so difficult,


I would think someone would have come up with a better soltution by now. I'm purchasing a program that has a 3D painter in it, not the best solution, but better than UV maps. :)



Any assistance on UVmapping would be appreciated. The video tutorial I purchased from Caligari, flies by at 300 mph and you can never see what the guy is clicking. He leaves out of lot of stuff too.


Thanks in advance.

Post by jamesmc // Mar 13, 2006, 1:21pm

jamesmc
Total Posts: 2566
Hmm, here's one image the post didn't pick it up. I'll post the UVmapper pic in the next post.


This is the ts66 uvmap.


Notice how it is upside down.


The second image is one exported from ts66 through the LUUV plug-in and imported in to UVMapper Classic (freeware.)

Post by Alien // Mar 13, 2006, 1:34pm

Alien
Total Posts: 1231
pic
The whole image upside down thing was covered in another thread (http://forums1.caligari.com/truespace/showthread.php?p=922&highlight=axis#post922). As you'll see in that thread, we've asked Caligari to fix it - whether they do or not remains to be seen.

Post by jamesmc // Mar 13, 2006, 1:58pm

jamesmc
Total Posts: 2566
No wonder doing what seems natural turns out to be unnatural.

:mad:

Post by Bodwad // Mar 13, 2006, 10:17pm

Bodwad
Total Posts: 10
In a few weeks 7.1 should be released, this apparently has some UV editor changes. Check in the roundtable forum for more info :banana:

Post by GraySho // Mar 17, 2006, 1:31am

GraySho
Total Posts: 695
pic
1. Why trueSpace 6.6 Planar UV map display upside down?



1)Well, I don't know why it's mapping it upside down by default, but you can rotate the mapping like you could rotate an object. Select the faces you want to map, click on planar mapping, and rotate the mapping frame with object rotate. Easiest in front view and RMB. You can also use object info box for precise numeric rotation. Remember to rotate the frame until you've got the brown margins in the lower left corner and it should be mapped upside up ;)



2. Why does the map paint behind Planar projections? see the image

a. The painting behind geometries really gives me a case. If I make a planar selection, highlight the pixels I want to map, why the heck does ts66 paint behind what I selected? asdf..asdf...



Painting an object with a material has nothing to do with uv-mapping. If you just want to paint the selected faces, then use "paint face", and not "paint object". If you want to "overwrite" a current material and only that material, then use "paint over current material". UV-Mapping means you are arranging the vertices of your object in UV-Space, or better said, you adjust how a texture is projected onto an object.



4. Why is UV mapping so difficult,


I would think someone would have come up with a better soltution by now. I'm purchasing a program that has a 3D painter in it, not the best solution, but better than UV maps. :)



UV-Mapping is always a pain in the b*. There are some automatic unwrappers, but most of the time you have to do a lot of clean up work by yourself. It's naturally that it's difficult to wrap a 2D-texture onto a 3D-object.

Post by jamesmc // Mar 17, 2006, 5:54am

jamesmc
Total Posts: 2566
Ah, I see...UV mapping acts as a 3D projector for the object.


Which may explain why when the texture is applied it bounces all over the place because of the uneven surfaces, size and position.


Sorry, for the newbie questions, but I like to determine with preciseness what I'm dealing with.


Like the statement, "Please go get the grey shoes and bring it here."

So you go to the closet and notice there are 5 different styles of grey shoes.


You return with a random pair and the requester frowns stating, "No no! I said GreySho not grey shoes!


heh. Sorry, now you know how my mind works, a chaotic warehouse of information.



Thanks everyone for the great information. :)

Post by jamesmc // Mar 17, 2006, 6:27pm

jamesmc
Total Posts: 2566
Here's my adventure today in UV land.


I started out simple, an apple.


The lighting thing I haven't figured out yet though. :D

Post by jamesmc // Mar 17, 2006, 8:04pm

jamesmc
Total Posts: 2566
Here is a face painted. Object is Chris from library.

Post by GraySho // Mar 18, 2006, 11:12pm

GraySho
Total Posts: 695
pic
I'm glad I could help out. UV-mapping is essential for good texturing.
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