[Plugin] SketchUV - now free
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Hi Kim,
thank you for your help and your effort. Also thanks for this link.
Charly
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Hello and thank you for this much needed plugin.
I am rendering in Modo and need to export my models.
I notice that each polygon gets assigned its own material, creating hundreds of materials and making the export near impossible.
Is this how the plugin is intended to work?
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@swissmountain said:
Hello and thank you for this much needed plugin.
I am rendering in Modo and need to export my models.
I notice that each polygon gets assigned its own material, creating hundreds of materials and making the export near impossible.
Is this how the plugin is intended to work?
Sorry for the late reply.
You need to use the Triangulate feature in SketchUV prior to exporting in order to reduce the number of exported materials. This is explained in the SketchUV tutorials.Dale
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Does anyone have problems with this plugin and SU14?
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Yes, for example errors in the Ruby Console when using a spherical map. I wrote an e-mail to D. Martens and he replied that there will be an update in a few weeks.
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@cotty said:
Does anyone have problems with this plugin and SU14?
Me, I was looking for an updated version.
I need this tool to work with SU 2014
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As Extractor wrote a solution seems to be on the way...
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@cotty said:
As Extractor wrote a solution seems to be on the way...
Updated version available on Extension Warehouse.
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Respect, Dale... -
Got a donation link Dale? This plugin well deserves donations!
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I got a lot of erros when i export a model to blender and than back. Most of the times i get errors on faces which cant be mapped. The model is kind of a mess, triangles and quads together. Do i need to fix all of this first?
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Have no quads on export.
Blenders obj exporter doesn't place nice with SketchUV.
There's the ability to import blender quads as obj with QuadFace Tools.
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That seems like a dirty solution. There's a quad texture in this plugin than why cant it handle quads correct, making it triangles makes unnecessary big. Isnt there a other solution
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Do some tests on exporting obj from blender.
You'll see that non planar quad faces are subdivided and not triangulated.
So whilst these plugins support the QuadFace convention it doesn't work both ways unless you force it.
The other solution which is faster is to stay entirely in Blender.
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Ok so I have had a read through the thread and it doesn't seem like anyone is dumb enough to try what I want to do...
I want to create a Icosahedron (triangular sided) globe. So I choose the spherical mapping and the UV maps appear to be ok but when I put the globe texture on the poles aren't quite right.
Is it because there aren't enough faces to map to? Would sub dividing help? or is it too low poly?
Here are the screen shots and skippy.
Thanks in advance
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That look about right to me.
Tri's and poles are hard for any mapping method.
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@rich o brien said:
That look about right to me.
Tri's and poles are hard for any mapping method.
I'm not so fussed about Antarctica but Greenland isn't quite all there.
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this might be better....
....but it'll pinch at poles...
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