[Plugin] QuadFaceTools
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@thomthom said:
All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.
Thanks! I installed all your plugins again, deleted files of old ones. Now I'm free from errors
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@thomthom said:
All my extensions should have a single root rb as well as a folder with the same name of the rb file. So there shouldn't be many files to remove.
Thanks! I installed all your plugins again, deleted files of old ones. Now I'm free from errors
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Excellent!
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@thomthom said:
Excellent!
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Can these tools somehow used to solve the problem I'm facing here?
http://sketchucation.com/forums/viewtopic.php?f=15%26amp;t=57167%26amp;p=520075#p520075
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How does the blender quads to sketchup quads work, when i press the Suzanne (monkey) icon nothing happens?
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It's for converting imported geometry to Quads. When exporting geometry to blender and importing into SketchUp the edge that split the triangles in a non-planar quad is hidden - this function convert it to work with QuadFace Tools.
https://bitbucket.org/thomthom/quadface-tools/wiki/Features#!convert-blender-quads-to-quadface-quads -
When Blender to Quads fails you can also try using selection toys to select faces and hidden lines. Delete them and then run wireframe to Quads
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@rich o brien said:
When Blender to Quads fails you can also try using selection toys to select faces and hidden lines. Delete them and then run wireframe to Quads
When does it fail?
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By fail I mean the mesh generated is not what you had in blender.
Tons of reversed faces and duplicate faces.
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I am a noob at uv mapping but know SU pretty well. I simply wanted a texture to wrap around the outer lamp shade, I am building for a game.
No matter how many times I try, I can't seem to get the materiel on the outside of the shade (I selected out from the rest of the model). It keeps appearing on the inside. I realized that selecting faces outside is also selecting faces inside. I know I can make the shade thicker but I need it to be one poly thick to keep polys down.
Is there a way to do this?
THANKS! -
The 'fronts' of those faces are probably oriented so that they facing 'inwards'.
Faces have backs and fronts...Change the default back face color in the Style to be distinctive from the front color [say bright blue v off-white] and then View in Monochrome mode...
You'll see what is wrong...
To fix reversed faces select the faces that are wrongly oriented [a dragged fence will make a multiple selection, hold Ctrl to add to a selection] - then use the context-menu 'Reverse', and the faces will flip over to be correctly arranged...
The similar tool 'Orient' will make all faces connected to the selected one face to have the same orientation - it might cause issues if an edge is shared by more than two faces as then you can never get them all to share the same orientation... -
@tig said:
To fix reversed faces select the faces that are wrongly oriented [a dragged fence will make a multiple selection, hold Ctrl to add to a selection] - then use the context-menu 'Reverse', and the faces will flip over to be correctly arranged...
It was just as you said. I guess it became that way when I did the fallowme tool to make my lamp from a cross section. I actually fixed it by selecting whole shade without worry of selecting certain faces.
I'm golden now, thanks so much!
EDIT: is there a way to then do quadface on the other side? I want to do just have the diamond black frame of the texture on the back. Do I just reverse faces again? -
It looks like this method won't work for my game design. I thought the textures where placed not duplicated to make it work.
If I made this lamp by straight applying and positioning materials on faces the export 3ds would only be four materials (four pngs to put in my game assets folder). Using this way, well.. the screenshot. I can't have hundreds of the same texture.
Is there a way around this? Have texture alignment coordinates instead of multiple textures?
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@gamophyte said:
I'm golden now, thanks so much!
EDIT: is there a way to then do quadface on the other side? I want to do just have the diamond black frame of the texture on the back. Do I just reverse faces again?You can use my "UV Toolkit" extension to transfer UV mapping between front and back side of faces.
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A question: Is there a way to chamfer quad faces? Look like that :
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Hmm... I wonder if Fredo's RoundCorner extensions support quads? I know a few of this extensions support quad faces like QuadFaceTools'.
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How would i go about texturing this? When i select the road part it only textures those 2 faces and when i select the sidewalk it doesn't work at all. Am i doing something wrong?
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Turn off hidden geometry to select whole surfaces.
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I did select the whole surface but that's all it paints.
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