[Plugin] QuadFaceTools
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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 -
@pixero said:
Not the mesh. The UVs. Kind of like when you edit texture in a component and all the rest gets updated in real time.
WYSIWYGInteresting. However, I don't think I can hook into the native mapper.
Did you mean that if you remapped the unwrapped grid with the UV Map tool it'd update?How about a context menu item "Update" which would update the source?
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For example. If you have a object that have the UVs stretched from the default mapping with your tool.
If you then edited the position of the vertices on the unwrapped object you should see how that effects the original objects mapping. Preferably in real time. -
Right, so a tool that let you move the vertices of the unwrapped grid - and simultaneously updates the source mesh.
It's an interesting idea.Ideally I'd wish that the unwrapped mesh resembled more the original mesh, in terms of shape - but it's not a task I'm able to take on right now.
(Though if anyone else got any ideas. then join in on BitBucket! )
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@thomthom said:
@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?ok
the latest version works best.
but very simple example.
How do I apply texture to a cylinder?
Material applies only to a portion of the cylinder.and on the other surface not apply.
What am I doing wrong?
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@jorge2011 said:
How do I apply texture to a cylinder?
Material applies only to a portion of the cylinder.Like any other mesh, pick a U and V axis.
Did you have part of the cylinder selected? I had no problems mapping it.
Maybe some screenshots of what you are doing? Or a video?@jorge2011 said:
and on the other surface not apply.
It is not a Quad mesh. All the edges on that surface is soft + smooth.
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