[Plugin] UVTools v0.1
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Hexagon is primarily a subdivision modeler however, the new version has deformers (Twist, Bend, Taper) which work on subparts of objects. A new and more generic deformer has been added: the Free From Deformation Cage, which allows smooth complex deformations of a model, using a 3D Nurbs cage.
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I gave the UV tool a try and it works ok but i am getting some weird issues.
See attached, any ideas why it is doing that ?
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@fakircho said:
I gave the UV tool a try and it works ok but i am getting some weird issues.
See attached, any ideas why it is doing that ?Looks weird....are you using spherical or cylindrical? I would suggest using cylindrical. Also...what is the scale of your object? The plugin might fail on faces that are very small so try increasing the size of the object.
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Using Whaat's plugin, texture from NASA's "Blue Marble" project, and a 4096-pixel OpenGL-texture registry hack, I'm delighted to find that I can reproduce (totally within SketchUp) results comparable to the Blue Marble globe images on the NASA webpage! (No external rendering - these are cropped SketchUp screen grabs.)
(I was inspired to try this after seeing José Manuel's model at the 3D Warehouse...
http://sketchup.google.com/3dwarehouse/details?mid=65929d262a58d9e8fdaa51cdb5785d22
...and wondered whether I could push texture resolution to its max.)
Marvelous tool, Dale You've fulfilled a wish!(...and, of course, I used a geodesic sphere to provide the triangular tessellation.)
Taff
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i made the object 10 times bigger and the UV is much better
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I gues now you can safely reduce the size back without braking the UV.
Good to know such tricks, thanks Whaat!
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Yes you are quite correct. Once the texture is applied correctly ,you can scale the object back down
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Okay I know you´re all big shots and do renderings at an amazing rate but I still can´t get desired results in SU. UVTools is in the Plug in Folder (OSX 10.4.9 btw) and I tried to project a text. See attached pics.
Question, is text just not for UVTools or do I make a mistake (or more) somewhere in process?
Any help would be appreciated, thanks
Wolf
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Do you want the text to be repeated or only appear at the same size and only once?
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Thanx dear WHATT .i did a try over this usefull script ( after a long while ) , and rendered it using KT, here is the result:
http://www.sketchucation.com/forums/scf/viewtopic.php?f=81&t=14993
hope u joy -
Just found this, really great!
Thanks!
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Is UVTools still on v0.1? Does it work in SU7?
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should work fine on SU7
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if you could look at this file, if you have time not too important. if you dB click inside one of the body parts (select all) then apply a spherical map to it, it crashes every time?
tank.skp -
Hiya
Sketchup newb here, but I really need to do some UV mapping for a game. I need to stetch and position a texture on a flat surface but the defult tools in SU don't seem to change the position of the texture in the game once the model is exported. Are there any tools to do UV mapping on flat surfaces? Or am I totally barking up the wrong tree here...
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Have you tried the built in material positioning system? You should be able to right click on a single face and choose "Texture>Position". Then there are some little positioning tools that show up on the face. Check out the help docs for more info on how to use them. But essentially they help rotate, skew, scale , and place the material. Try that see if it helps keep the material placed correctly in the game,
Chris
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Hey has anyone managed to map a sphere the same on both the normal and reverse sides? Would love one mapped with a 2:1 image if they have mastered this!
Trying to create a sphere mapped with a PNG grid, so that I can develop a component that can be used as a tool for getting the correct coordinates for offset values when positioning HDRI maps in renderers! See the attached poor example.
The idea is that an Grid with numerical values (PNG image) can be placed over a HDRI in PS and the yellow dot placed over the main light source as a reference, the HDRI image hidden and the file exported and reloaded into the sphere mapping.
The Globe can then be rotated where you want your light source to be and the values read where they correspond to the red indicator and these values then used as offsets in the rendering app to correctly locate the HDRI illumination channel.
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That's very interesting on what you're doing Richard. Would you mind making a post when you've perfected this?
For transfering UV mapped textured from front to back and the other way around you can use this plugin: http://www.sketchucation.com/forums/scf/viewtopic.php?f=180&t=14684
But I'm not sure if that's what you're asking for? I see that the top of your sphere's texture is distorted while the bottom isn't. Was this what you where referring to?
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@thomthom said:
That's very interesting on what you're doing Richard. Would you mind making a post when you've perfected this?
For transfering UV mapped textured from front to back and the other way around you can use this plugin: http://www.sketchucation.com/forums/scf/viewtopic.php?f=180&t=14684
But I'm not sure if that's what you're asking for? I see that the top of your sphere's texture is distorted while the bottom isn't. Was this what you where referring to?
Mate I'm just not sure that would work with Whaat's spherical mapping?
I certainly shall keep posted! I worked out a simple way to get the HDRI sun in exactly the same direction as the SU sun so that the SU sun can be used as a guide for shadow cast from the final HDRI!
UPDATE
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I shouldn't matter how you map the faces. The UV Mirror plugin should be able to transfer them anyway.
This gizmo of your is looking good. I'm very interested in this. And I'm sure there's a large bunch over at ASGVis's forum that'd be happy to see this.
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