[Plugin] UVTools 0.2 Pro (Beta) (Updated for SU6)
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Loosing some UV data when exporting is a pain - rotated textures' UVs are OK but skewed ones = a problem.
The built-in OBJ exporter in Pro gets round it by making any skewed texture materials into 'unique materials' first and exporting them [then reverting the originals as they were!] - unfortunately this 'method' is not available in the basic Ruby API.
I have recently written a customized OBJ exporter and it has this limitation - so the user has to go round and use 'make unique material' on any 'skewed' textures first - I have tried the flattenUVQ and resampling the vts etc but they are produce weird effects...
I would love to hear of a workable built-in API solution too... -
Hi Twan,
I also experienced this with Twilight (until they fixed it there) and until the fix, the solution was to triangulate the mesh before applying the spherical mapping (there is a triangulate faces plugin somewhere around).
Now I do not use Indigo and of course am not sure about this workaround but you can at least give it a try.
Also Whaat (author of UV Tools) wrote skindigo, the exporter for Indigo so he may have some better solution...
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@coremaster110 said:
Well ok the problem is that .obj exporter in sketchup but i got it fixed by exporting my model first into .3ds and then open in another program to export it into .obj file.
but now i have new problem when i import my model back in sketchup useing this plugin it tells me that 174 faces failed and nothing is imported.have same problem here, before it doesn't like this.. is it possibility a crash with other plugins?
here some screen shot:-
i repair it with lithunwrap (see that texture is already good at the preview box):
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when i do import, i have this message and the texture is not change at all, can't figure it out whats wrong?
please somebody help to solved this issued, thanks
regards,
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@whaat said:
@analdin said:
Hi!
I've got a problem with UV Tools:
I want to create a palm (~400 tris), i export it, uvmap it, re-import it and it works. Now, i only make one leaf model, uvmap it and then i go lik copy/paste. BUT: Sketchup or UV Tools are messing up some of the faces (not visible inside sketchup, but once i look at it in LithUnwrap or Unreal Development Kit, its messed up.)
Does anyone know how to fix that?BTW: I'm using the newest version of Sketchup 7.
That's a strange issue. I really don't know what the problem would be. I need to spend some time testing UV mapped models that are copy/pasted. Can anyone else confirm this issue?
Hi,
I'm new to posting so please forgive me if this isn't clear.
I think I have a similar issue with UVTool for sketchup.
I export the model using the UVTool .obj exporter, but once I open it in Lithunwrap the model faces are scattered across the screen (like someone smashed it).I also tried it out with UVMapper with the same result.
This means mapping the texture is virtually impossible.
What am I doing wrong?
Thanks for any help I can get. -
with lithunwrap, you can select all the UV, and then select tool -> UV Mapping -> either you can choose cylindrical, planar, spherical, etc, depends on your situation
regards,
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@vidy said:
with lithunwrap, you can select all the UV, and then select tool -> UV Mapping -> either you can choose cylindrical, planar, spherical, etc, depends on your situation
regards,
Hi Vidy,
Thanks for your reply. I did try as you suggested but I really think I need to map the texture to the uv map by hand - editing specific features to specific points (excuse my terminology I'm new to this). The problem with editing is that the model faces have exploded as seen in my previous post image and so laying textures over such a map is not possible, I think. Perhaps it is but I don't know how.
If you have any advice to help a noob like me I would be really grateful.Many thanks.
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@ qwertydesign: well, unfortunately im not that good on laying out uv mapping, it is true that lithunwrap and probably the other uv mapping software have ability to stitch out all the uv one by one, but that process is kind of hard and time consuming to do.. im still learning and searching too for the easiest way to do it properly and efficiently.. right now what often im doing is, i split the face on sketchup and manually positioning the texture (in my case is architectural thingy), i know it will be much harder on organic model.. but mybe u can try that way.
regards,
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@vidy said:
@ qwertydesign: well, unfortunately im not that good on laying out uv mapping, it is true that lithunwrap and probably the other uv mapping software have ability to stitch out all the uv one by one, but that process is kind of hard and time consuming to do.. im still learning and searching too for the easiest way to do it properly and efficiently.. right now what often im doing is, i split the face on sketchup and manually positioning the texture (in my case is architectural thingy), i know it will be much harder on organic model.. but mybe u can try that way.
regards,
Thank you for your time on this Vidy. I tend to use more curved shapes myself, see qwertydesign.deviatart.com
I will try your techique as dividing it down may simplify the process.
Many thanks. -
Oh my, I just stumbled across this wonderful tool. We have a "V-Ray Sphere" in our product... and mapping it is an impossible task normally. With this plugin though... it's just beautiful. Thank you for brightening my day.
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SU 8 pro crashed when using this plugin...
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Has anyone been able to use UVTools on SU 8?
Mine crashes... : (
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My guess is that Whaat is not seeing any advantage to porting this to SU8.
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Just did a quick test on SU8 and I did not get any crashes.
When is it crashing? Exporting or Importing?
Maybe it's conflicting with another plugin that is using Observers.
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Does anyone know whether this plugin will allow the scale of the texture to remain constant even when the scale of a component or group it is related to changes?
This can be either the texture mapped directly to the faces within a group or component or to the group/component itself.
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Hey Dale,
It crashed for me when trying to UV map a sphere.
Best,
Jason. -
Mine crashes when I try to apply a UV map from context menu... (ie. Spherical)
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Since I don't know what you're using for the unwrapping/mapping process I can only suggest this video
It's the third in a 5 day series but he explains how he goes from Blender to Gimp and back. And also how to properly unwrap a head. Worth a watch.
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Ok, so I have a model of a human head and 4 photos of each side of the head. I export the surface to a UV mapping program which rips it apart into a flat surface. Now what? How on earth do I distort the photos to match the weird-shaped surface, so the eyes are where they should be and not where the ears go etc? And how do I seamlessly join the photos together first?
Is there a good tutorial on all of that somewhere please, because a head textured with black and white squares or bricks, like in the examples, just doesn't look right somehow
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Wow, that looks easy (Not!)
Shouldn't take more than a year to learn to use Blender. Another year and I might manage to unwrap my first model. Another couple of years and I should manage to texture it and import it back into Sketchup.
Obviously not quite as straight forward as I had imagined. Guess I'm just a slow learner.
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Hi there Whaat.
Wha(a)t is this ??? Perfect uv map in uvmapper3d but when i save it and reload to SU it gets a little ofsett some places ?? Somthing i do wrong or have forgotten or a little bug ??? Btw, great plugin.
Edit: think the solution is that this only happens from a 90 degree horisontal / vertical face to a angel face wich in turn means that the lengtht of the edge is different from face to face. Can anyone fonfirm this ??
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