[Plugin] QuadFaceTools
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Hi Fredo,
I think you need before placing the texture on the face. Then you can scale the texture. Whether it is possible to be centered I do not know.
The second example I have made with "UV Unwraps, copy and past UV"
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@charly2008 said:
I think you need before placing the texture on the face. Then you can scale the texture.
Need what? Selecting? If what you meant to say, then that is not needed. Selecting just limits the mapping to the selected mesh. Otherwise it maps the whole connected mesh.
@charly2008 said:
Whether it is possible to be centered I do not know.
Pick the corner as starting point. The point where is axis cross is the origin of where the mapping is done.
In a coming update I hope to add controls to adjust the starting point after picking the axis.
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@unknownuser said:
Tom,
Here is the model where I have problem (I get the UV axes, but the texture does not appear).
[attachment=0:33lgahxv]<!-- ia0 -->Quad-mapping Fred.png<!-- ia0 -->[/attachment:33lgahxv]Fredo
Might be related to the
nil
errors people are reporting... -
Version 0.4.1
Added a hotpatch to address the loading errors. Might resolve a couple of irregular behaviours as well. -
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@cmeed said:
great to see a video and what amazing work you put into this forum. really well done.
I'm trying this out for the first time and am having some trouble, the problem is that i can put a texture in but then cant change it to a new one
Its basically only works once and you can't map anything else to that shape. or i've missed something. - I'm on a mac
(suggestion - is there a roll over help pop up that can be used that when you leave the curser ove an icon a pop up help describes the function?)
Try with version 0.4.1 - maybe your issues was related to the nil errors...
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@unknownuser said:
When using "Unwrap Picked Grid" it'd be nice if it used inferencing.
Had a look at my code again - it does already use inferencing... But I'm changing it so you see the inference icons.
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@jorge2011 said:
for example, how to apply texture to that?
Select the material you want to use from the Material Browser. Then pick the U and V axis.
I noticed that in the model you posted, no material was selected - I'm guessing this was your issue? -
Thank You Thomas,
In any case, this is a fantastic tool I've ever wanted for a long time, especially for the planking of ship hulls. But I have a small problem which I have not yet overcome.
Charly
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@charly2008 said:
Thank You Thomas,
In any case, this is a fantastic tool I've ever wanted for a long time, especially for the planking of ship hulls. But I have a small problem which I have not yet overcome.
Charly
How/where do you pick the U and V axis?
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Looking at it, where you see the seam, that's where you set your axis, right? Your texture isn't seamless, so it's the two ends of the texture that meets at the axis.
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Here's a big big ask...
The 'Show Grid' is a great option is it possible that this grid represents 'Compressing'[Red], 'Stretching'[Blue] and Normal[Green] of the UVs?
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Thomas,
thanks for your advice. The texture was not seamless. Now, the planking is almost perfect.
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Cool hull!
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@unknownuser said:
The 'Show Grid' is a great option is it possible that this grid represents 'Compressing'[Red], 'Stretching'[Blue] and Normal[Green] of the UVs?
"Compressing" - as in distorted texture, no parallel lines in the UV mapping? "Stretching" - would that include skewed textures?
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Compressing as in the UV has been scaled down in the UV space so that it doesn't appear 'normal'
Stretching as in the UV has been scaled up in the UV space so that it doesn't appear 'normal'
So, distortion/skewing is including in these suggestions above.
What would be incredible is that once unwrapped and the colors show problem areas you could then adjust verts to alleviate this distortion.
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@unknownuser said:
What would be incredible is that once unwrapped and the colors show problem areas you could then adjust verts to alleviate this distortion.
Can you elaborate on this one? Maybe some screens or illustrations.
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What would be great is if the original and the unwrapped faces were "linked" so when manipulating vertices on the flat object you could directly see its effect on the original object.
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@pixero said:
What would be great is if the original and the unwrapped faces were "linked" so when manipulating vertices on the flat object you could directly see its effect on the original object.
How would this manipulation affect the original mesh?
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Not the mesh. The UVs. Kind of like when you edit texture in a component and all the rest gets updated in real time.
WYSIWYG
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