[Plugin] SketchUV - now free
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@unknownuser said:
... My texture is a 10000x3300 pix png file and it looks terrible.
How to keep a uniformed scale of you end texture while using sketchUV???
Something i miss here or???
Or it can only be used with squared sizes-ed texture files??Claus S
Can you post a screenshot?
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Yeah, a screenshot might help. Can you fix the scaling by adjusting the length and width values in the SketchUp material editor window?
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HI
On the attached pic you can see o the left a 10000x3300 mm plane where i have applied a texture (10000x3300 pix png file).
Now i make a simple curved surface and apply a planar map with sketchuv, you can see that the sketchuv texture are re sized to fit the whole curved surface. I save the uv's and apply the wood texture and load Uv's, what happen is that the 10000x3300 pix texture get re-sized to fit the whole curved surface.
now i will need to re-scale the wood texture with sketchuv manualy what never will be perfect.
If i change the dimensions in the texture / material editor it will re-scale all textures in the whole model.
Any solution to that issue???Claus S
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Claus,
The solution for your problem is simple. Please attach the bent shape in skp file and I will write exactly what to do.
smicha
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@smicha said:
Claus,
The solution for your problem is simple. Please attach the bent shape in skp file and I will write exactly what to do.
smicha
Hi
Thanks for offering a solution...
The attached skp is just a simple sample,,, my components are many and very different in shape. So what I am looking for is a general solution / workflow to keep the aspect-ratio of the texture....Claus S
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Claus,
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Rotate the texture by 90deg. - simply select faces with the texture, run sketchuv, type 90
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Some calculations: 3300/1250 = 2.64; 10000/3670 = 2.72.
Again, select faces with the texture, run sketchuv, type /2.64v, then /2.72u (u and v are changed/shifted due to the prior rotation in step 1.)
PS. Your problem is strictly connected with my question about normalizing size of textures. It would be great to select one texture and normalize its size on different objects. I hope to see the update of the plugin soon.
Kind regards,
smicha
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@smicha said:
Claus,
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Rotate the texture by 90deg. - simply select faces with the texture, run sketchuv, type 90
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Some calculations: 3300/1250 = 2.64; 10000/3670 = 2.72.
Again, select faces with the texture, run sketchuv, type /2.64v, then /2.72u (u and v are changed/shifted due to the prior rotation in step 1.)
PS. Your problem is strictly connected with my question about normalizing size of textures. It would be great to select one texture and normalize its size on different objects. I hope to see the update of the plugin soon.
Kind regards,
smicha
HI Smicha
It works, but it is a very time consuming process, and to keep track of the U V direction is not easy.
Thanks for your instructions.Dale
There for sure is space for improvement or should I say functionality of this plugin.
You see to keep the aspect of a texture is very important when you use wood textures, but even fabric and other textures that are more of an even pattern need to keep the aspect.Dale, what can be done on this issue???
I bought the plugin and it do what it say, but I can really not use it for many of my projects.
Claus S
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I completely agree with Claus. When we apply a texture on any surface using any method its dimensions should match (within small error) dimensions of a texture that is entered in SU.
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I agree that proper scaling should be done by default in SketchUV. Hopefully, in the future I can implement this. You might want to try ThruPaint by Fredo. I think it might do what you want.
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@whaat said:
I agree that proper scaling should be done by default in SketchUV. Hopefully, in the future I can implement this. You might want to try ThruPaint by Fredo. I think it might do what you want.
Hi
Yes tried the truepaint and it do a very good job in many situations. and most important it keep the aspect. and that is what sketchuv is missing 100%... It is not really workable in the way it handle aspect today.Another issue I have found is that the triangulation in my models are not working 100%, some times it create holes in the surface. Pleas have a look at the attached pic.
What am i doing wrong? or is it the model? or is it the plugin?Claus
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Claus,
Measure the sides of the triangles - if they are less than 1mm this is the reason why holes appear.
A solution can be: before triangulation scale your model, eg. 10 times, then triangulate, then scale your model down 10 times.
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@smicha said:
Claus,
Measure the sides of the triangles - if they are less than 1mm this is the reason why holes appear.
A solution can be: before triangulation scale your model, eg. 10 times, then triangulate, then scale your model down 10 times.
HI
Thanks for the idea, i tried it and it works, great tip for me.Whaat
could this not be incorporated into the plugin also, first investigate all lines for the length, if any is too small, then scale the model as needed and then do the triangulation and then re-scale the model.Claus
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@rich o brien said:
There is not a plugin which exports all mapped textures in a model to one texture file.
Ultimate Unwrap 3D can do this with imported .skp files but I haven't tried it yet. It's also about $50 so more expensive than this plugin.
Is this feature similar to a Texture generator atlas
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Thanks. I will most def buy this once I can get the hang of Roadkill. I was wondering, any future plans on having a add on that will pack the shells on a 2D surface so that the UV map can be exported to be painted in Gimp etc ?
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@blaar75 said:
Thanks. I will most def buy this once I can get the hang of Roadkill. I was wondering, any future plans on having a add on that will pack the shells on a 2D surface so that the UV map can be exported to be painted in Gimp etc ?
Sorry, nothing like that planned right now. Thanks for the suggestion.
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I tried using SketchUV to map the trunk of a tree made with the plugin 3dArcStudioTree. I hoped cylindrical mapping would work. Do I have to go the 'roadkill' way or are there any other options to try?
Greetings, Max
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It should work. Can you share that model so that we can search for the problem?
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Tube cannot be triangulated before uv-mapping. Otherwise remove triangulation.
I suggest trying thrupaint for such triangulated tubes - it works great. -
@cotty said:
It should work. Can you share that model so that we can search for the problem?
Here you go...
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- clean your model (bottom especially)
- use thrupaint
the file is attached
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