[Plugin] QuadFaceTools
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Build Corners looks immense
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Thanks, yet again...
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Hello!
I need your help. I'm doing a bridge and I have a problem in texture.
I wanted the texture is accompanied by the span of the bridge.Thanks,
nfmdias
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You must create quads for the span of the bridge - then you can use the UV tool to map it.
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@nfmdias said:
Hello!
I need your help. I'm doing a bridge and I have a problem in texture.
I wanted the texture is accompanied by the span of the bridge.Thanks,
nfmdiaswell here is the work done ... not bad. I had to do more triangulations.
Thanks for the tip.
nfmdias
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@thomthom said:
You must create quads for the span of the bridge - then you can use the UV tool to map it.
after some time and several attempts ... here is the work ... not bad. I had to do more "triangles".
thanks for the tip
nfmdias
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hello,
i want to ask something if u mind,
does quadface works with curviloft-ed models?coz i can't click any U or V axis to fix the map on a flag model
I have post it here,:
http://forums.sketchucation.com/viewtopic.php?f=79&t=44024&p=393040#p393040can somebody maybe, make a tutorial from my model?
sry, im a new start in SU..ty
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@mingjae said:
i want to ask something if u mind,
does quadface works with curviloft-ed models?You must tell CurviLoft to generate Quads.
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Curviloft can do that thing to? great!
but on my PC (SU7), there's no button like yours curviloft,
this is what i have:how to show the button? thx
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Check if you have the last version.
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may I give a suggestion?
a way to convert version 5 (4?) pseudo quads into version 6 (newest).
It's easier for me to use the eraser tool and hide the lines than selecting the lines I want and then changing the properties to make them a quad face
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@redlerred7 said:
a way to convert version 5 (4?) pseudo quads into version 6 (newest).
@unknownuser said:
In version 0.4.0 the definition of a QuadFace changed. In order to use meshes from older QuadFace versions, as well as meshes generated by Sandbox Tools, you have to convert the mesh via this utility first.
Not the most obvious - but I figured the early version where not adopted so widely that there would be that many needing it.
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I forgot the "or" in "version 6(newest), and I didn't know that the sandbox2quad feature worked for version 5(4?) quads. Anyway, thanks for telling me that. I would never have found out otherwise
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@redlerred7 said:
I forgot the "or" in "version 6(newest), and I didn't know that the sandbox2quad feature worked for version 5(4?) quads. Anyway, thanks for telling me that. I would never have found out otherwise
I've been meaning to improve the documentations. Will probably do so when I release the next update.
I merged the "Upgrade old QuadFace mesh" function with "Convert from Sandbox" because I wanted to reduce the number of buttons and menu items. -
When i try to install manually it gives me this error:
"Error Loading File C:/Program Files (x86)/Google/Google SketchUp 8/Plugins/TT_QuadFaceTools/core.rb
no such file to load -- TT_Lib2/core.rbError Loading File tt_quadface.rb
no such file to load -- TT_Lib2/core.rb" -
@tyinykilller5 said:
When i try to install manually it gives me this error:
"Error Loading File C:/Program Files (x86)/Google/Google SketchUp 8/Plugins/TT_QuadFaceTools/core.rb
no such file to load -- TT_Lib2/core.rbError Loading File tt_quadface.rb
no such file to load -- TT_Lib2/core.rb" -
UV Mapping onto Back Faces?
Hi thomthom
Is there a way to get the UV mapping tool within QuadFaceTools to map textures onto back faces as well? I tried using thrupaint from Fredo but the UI is a lot more complex than the UV tool native to quadfacetools. Also it seems to deal with tranformations differently so it's really hard to get the back faces to match the front faces.
I'm thinking this will be useful for mapping textures with alpha channel, e.g. fencing, where you can actually see through to the back faces beyond. Have attached an image as an example.
cheers
joel
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The latest version of my "FixReversedFacesmaterials" Toolset includes a new tool to apply the front-material onto the back of selected faces, keep matching UVmapping of textures etc... Unlike the other tools in the set it doesn't 'flip faces', it just matches the back-material to be like the front-material but UVmapped so both textures align - which is useful with 'see-throughs'...
See here http://forums.sketchucation.com/viewtopic.php?p=264134#p264134
It should work perfectly with your mapped example 'latticework' material onto both faces...
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