[Plugin] QuadFaceTools
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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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@thomthom said:
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.Maybe a tool that for "onMouseMove" updates UVs while moving vertices?
Or "onLButtonUp" for semi live update? -
is odd, thom. When I apply a material to the cylinder not working properly.
the problem is with the "continuous mapping"
Am I doing something wrong? -
That is odd. I can't reproduce that at all. Can you post that sample model you used in that video? So I can see what might be the difference between it and my test model.
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I see in the video that the origin of the V axis (indicated by the green X) isn't where it should be. Though I do not understand why. I can't make that happen on my test models...
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@thomthom said:
I see in the video that the origin of the V axis (indicated by the green X) isn't where it should be. Though I do not understand why. I can't make that happen on my test models...
can you explain a little more?
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Hello thomthom, do you have any answer related to the error I mentioned here http://forums.sketchucation.com/viewtopic.php?f=323&t=39442&start=75#p358895 ? Now it happens every time I start SU. I don't know why at first happened only on second instance.
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I get similar result than Jorge with a simple cylinder.
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