[Plugin] UVprojection
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Sketchup is the perfect tool for modeling, I use it all the time in my work, but here is one main disadvantage that I can't fix UV textured meshes on vertex of triangle faces. Projected textures let me to modify shapes but UV-textures are spreading during modification.
I have a question to all Ruby writers. Is this possible to make a plugin which make textures fix on vertex?
Thank You for all your great work. With Your help, Sketchup becomes the best professional tool for architectural modeling. -
@rhplus said:
Sketchup is the perfect tool for modeling, I use it all the time in my work, but here is one main disadvantage that I can't fix UV textured meshes on vertex of triangle faces. Projected textures let me to modify shapes but UV-textures are spreading during modification.
I have a question to all Ruby writers. Is this possible to make a plugin which make textures fix on vertex?
Thank You for all your great work. With Your help, Sketchup becomes the best professional tool for architectural modeling.Check out the UV Memory feature of my UV Toolkit: http://forums.sketchucation.com/viewtopic.php?f=323&t=18992&p=155759
(New version coming shortly) -
Thank You thomthom for your quick reply to my problem. I had checked this new UV toolkit, but I'm affraid that it works only with projected textures. I think rather about textures wrapped around irregular shapes (not projected) for example human models.
I know that this is difficult, but another 3d applications like Lightwave, Maya, MAX, Polygon Cruntcher etc. make this, so I believe that it's possible in Sketchup.
(sorry for my bad English) -
Thanks. More UV tools the better - maybe google get's the message in some point - proper UV tools are really needed for SU.
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@rhplus said:
Thank You thomthom for your quick reply to my problem. I had checked this new UV toolkit, but I'm affraid that it works only with projected textures.
I should work with any mapping. Can you post an example of what gives you unexpected results in the UV Toolkit thread?
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Thanks so much for giving a wonderful plugin, it is so great for terrain work and done so fast! Hope you or any one can figure out of how to have uv texture works on spherical or odd curvy shapes as well!
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@thomthom said:
@rhplus said:
Thank You thomthom for your quick reply to my problem. I had checked this new UV toolkit, but I'm affraid that it works only with projected textures.
I should work with any mapping. Can you post an example of what gives you unexpected results in the UV Toolkit thread?
indeed. Have a look at this tutorial topic where I used wrapped textures exclusively (then later on, cylindrical projection on a cylinder)
and sorry Jan for littering your topic.
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Thank You Thomas & Csaba, I had check out one more time and now I know that the mesh had to be selected before chosing both commands: Remember & Restore.
This is wonderful plugin - Thomas - U R Great!! -
Now, when maps are fixed on a human model, the next step should be rigging and weightmappng to make modifications easier.
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Jan, thank you very much!
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Nice plugin; just one problem -- how do I position the texture once I map it? (or before I map it)
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Great plugin! I usually do it manually by adding a material to a face, adjust UV coordinates, then inherit the position and apply to the rest of the object.
This plugin should speed up my workflow!
Thank you -
thx for this great plug - used it a lot in my projects.
one question though - would it be possible to add a feature that lets you specify the angle of projection. not all shapes are easily aligned to the red or green axis all the time. so in my imagination if you could choose any angle between the red and the green axis (+90/-90) or maybe even taking the blue axis rotation into account that would be perfect. i hope you understand what i´m talking about
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sweet
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Somebody smarter than me probably already figured this out, but I was using this plug-in to add a camo pattern to an aircraft model. I kept messing up the projection from one group to the next until I created a flat plane that was slightly bigger than the whole model, painted that, then pasted it into each element as I was texturing it. Then I ran the UV projection plug in on each element. Because the flat plane was the same dimensions and in the same place for all the disparate groups, it acted as a consistent point of reference for the plug in as long as I kept the same settings. That made the job far easier for me.
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