[Plugin] QuadFaceTools
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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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View > Hidden Geometry > OFF
THEN paint surface ? -
That's not the point! I know how to turn off hidden edges.
What i'm saying is when i select the UV Mapping Tool i can only select one axes.
The only part where i can select 2 axes is that part on the pic. Nothing else gets textured even when the whole thing is selected. I hope i made myself clear now. -
Can you post the problem SKP, so we can look at it ?
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I am using this plugin to texture a special curtain model.
I used SU7 with Quadfacetools and changed now to SU2015pro. and the UV mappingtool doesn't work anymore.
I've downloaded the latest version.
did I do something wrong?
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Works for me... Maybe you need TT's new library?
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Is also installed the latest version with su2015. I'll post both files here....
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here is the comparison
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If you open the Ruby Console while you try to use QuadFace Tools - do you see any error message?
Also, can you describe the steps you perform in more detail?
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when I start the uv mapper in version 2015 it doesn't show the horizontal and the vertical line to set the direction of the texture. so I can't use it.
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it seems to be that the model in version SU7 is quad face and when I import it to SU2015 it is a sandbox mesh.
I converted it again to quadface and the UV texture mapper worked.
everything fine!
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