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SOLVED: Replacing image texture without upsetting mapping

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  • C Offline
    caronte01
    last edited by 28 Jun 2016, 13:02

    Try this:
    -Copy your base component
    -Make the copy unique and save it to disk
    -Open the copy and make a small adjustment to the material (colorize it). and save it.
    -In the original file, reload the modified component. There should be 2 different materials in the editor, one for each component.
    -Go to the new component, and edit the texture in an external editor, and paste the new texture over the old one. Make sure the textures line up. Flatten the image and save it.

    When loading from disk, sketchup tries to maintain visual fidelity of components and materials, so when it finds a similarly named comp or material with different definition, it creates a new material or component definition.

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    • T Offline
      thomaslaidesign
      last edited by 29 Jun 2016, 03:08

      Ok will try this .... similar to the export/import method which also works.

      Now imagine a row of 10 similar objects and the hassle trying to get 1 to 10 on them. There should be a simple command/plugin to split any material and make it unlinked and unique.

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      • M Offline
        Mistro11
        last edited by 29 Jun 2016, 21:10

        Another way is to combine both textures into one map and simply move the UV of the second cone to the desired area of the map....hope that helps.

        i7-4930k @3.4/3.7GHz, 32Gb RAM, NVidia GTX 980Ti 6Gb, Windows 7 Pro 64bit
        Structural Integrity is Not Just Physical...It's in the Design and Purpose

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        • C Offline
          caronte01
          last edited by 29 Jun 2016, 21:42

          Agreed. A make unique material option would be ideal.

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          • T Offline
            thomaslaidesign
            last edited by 30 Jun 2016, 08:14

            @Mistro11

            What we are aiming at is a scenario where:

            Instead of shifting around a relatively complex UVW mapping,
            simply flip in/out unique material texture images onto group/component copies.

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            • M Offline
              Mistro11
              last edited by 1 Jul 2016, 15:22

              @thomaslaidesign said:

              @Mistro11

              What we are aiming at is a scenario where:

              Instead of shifting around a relatively complex UVW mapping,
              simply flip in/out unique material texture images onto group/component copies.

              Ok, I see....If you have Sketch UV, you can save the UV of the 1st cone, apply new texture to the second one and load the UV.....

              ConeCopyUVTest.jpg

              ConeCopyUVTest2.jpg

              ConeCopyUVTest3.jpg

              ConeCopyUVTest4.jpg

              ConeCopyUVTest5.jpg

              i7-4930k @3.4/3.7GHz, 32Gb RAM, NVidia GTX 980Ti 6Gb, Windows 7 Pro 64bit
              Structural Integrity is Not Just Physical...It's in the Design and Purpose

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              • T Offline
                thomaslaidesign
                last edited by 1 Jul 2016, 15:54

                @Mistro11

                Wow! Thanks for the Plug-in info.....

                Good things come in little plug-in packages!
                SOLVED!

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                • D Offline
                  duanekemp
                  last edited by 6 Aug 2021, 11:07

                  I'm so glad this question was asked. Was having the same issue and ran into some bumps. The answers here help. Had a brain fart and forgot about SketchUV's save function. Good call. Thanks.

                  Duane Kemp

                  Kemp Productions
                  Puidoux, Switzerland
                  Gallery:
                  https://duanekemp.artstation.com/

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                  • F Offline
                    fredo6
                    last edited by 7 Aug 2021, 08:02

                    There is a similar function in ThruPaint...

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                    • P Offline
                      PapcioKris
                      last edited by 22 Sept 2021, 08:39

                      EZ solution here. NO PLUGINS

                      1. Map your OBJECT1 with MAP1
                      2. Open another instance of SU
                      3. Copy & paste your OBJECT1 to SU2 (It is mapped correctly)
                      4. Replace MAP1 with MAP2 (only texture) in SU1
                      5. Copy & paste your OBJECT1 From SU1 to SU2
                      6. BAM! You have OBJECT2 in SU2 with MAP2

                      You might want to rename your materials after all.

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                      • N Offline
                        nlipovac
                        last edited by 22 Sept 2021, 11:01

                        I see it says it is Solved but here is my use of SketchUV Save and Load UV feature.


                        SketchUV

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