UV mapping trouble
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@unknownuser said:
Edson,
Did you change the pin positions on those textures? If you right click and choose position what happens?
all I did was to rotate the texture without scaling it.
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I had to throw that wall away and model it again. no solution worked. thanks, anyway. I learned some more about UV mapping because of this problem.

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Here's a mapped bedsheet that only needs the material replaced via Entity Info to keep mapping

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@unknownuser said:
Here's a mapped bedsheet that only needs the material replaced via Entity Info to keep mapping
[attachment=1:1bw55jfn]<!-- ia1 -->Edson_Bedsheet.jpg<!-- ia1 -->[/attachment:1bw55jfn]
[attachment=0:1bw55jfn]<!-- ia0 -->Bedsheet_Mapped.skp<!-- ia0 -->[/attachment:1bw55jfn]
thanks, rich. could you tell me how you did it? which tool was involved? as people say : it is nice to be given the fish but it is much nicer to be taught how to fish it.
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I'm using Whaat's UV Tools v0.2 to export the UVs as an .obj file. Then in UV Layout 2 I map the texture and save. In SU I reimport the .obj UV map. This then applies the mapping to the normally skewed textures. here's a video I did awhile back showing the workflow between SU and UV LayOut
[flash=800,600:3dh8q0qe]http://www.youtube.com/v/_HdqT_SGbek[/flash:3dh8q0qe]
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Here is the scene with UVs projected. The bedspread would naturally look better with UVs unwrapped to avoid streching. Also made a copy with separate projections for the sides. That looks a little better but shows a seam where the projections meet. Does the wall look correct in render now?
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@pixero said:
Here is the scene with UVs projected. The bedspread would naturally look better with UVs unwrapped to avoid streching. Also made a copy with separate projections for the sides. That looks a little better but shows a seam where the projections meet. Does the wall look correct in render now?
thanks, jan. yes, the wall looks correct now that I remodeled it. I just could not fix the problem related here.

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@unknownuser said:
I'm using Whaat's UV Tools v0.2 to export the UVs as an .obj file. Then in UV Layout 2 I map the texture and save. In SU I reimport the .obj UV map. This then applies the mapping to the normally skewed textures. here's a video I did awhile back showing the workflow between SU and UV LayOut
a very informative video, rich. I have saved the name of the app for future needs.
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@pixero said:
You could try my UVprojection script: http://forums.sketchucation.com/viewtopic.php?f=323&t=34552
there is a very good tutorial on the use of UVProjection in conjunction with Artisan:
Sketchup Projection Painting - YouTube
by AprC8Life -
Sweet. I haven't seen it before.
Thanks for the link.
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