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    SOLVED: Replacing image texture without upsetting mapping

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    • T Offline
      thomaslaidesign
      last edited by

      here are the maps


      M1.jpg


      M2.jpg

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      • C Offline
        caronte01
        last edited by

        Try this:
        -Copy your base component
        -Make the copy unique and save it to disk
        -Open the copy and make a small adjustment to the material (colorize it). and save it.
        -In the original file, reload the modified component. There should be 2 different materials in the editor, one for each component.
        -Go to the new component, and edit the texture in an external editor, and paste the new texture over the old one. Make sure the textures line up. Flatten the image and save it.

        When loading from disk, sketchup tries to maintain visual fidelity of components and materials, so when it finds a similarly named comp or material with different definition, it creates a new material or component definition.

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        • T Offline
          thomaslaidesign
          last edited by

          Ok will try this .... similar to the export/import method which also works.

          Now imagine a row of 10 similar objects and the hassle trying to get 1 to 10 on them. There should be a simple command/plugin to split any material and make it unlinked and unique.

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          • Mistro11M Offline
            Mistro11
            last edited by

            Another way is to combine both textures into one map and simply move the UV of the second cone to the desired area of the map....hope that helps.

            i7-4930k @3.4/3.7GHz, 32Gb RAM, NVidia GTX 980Ti 6Gb, Windows 7 Pro 64bit
            Structural Integrity is Not Just Physical...It's in the Design and Purpose

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            • C Offline
              caronte01
              last edited by

              Agreed. A make unique material option would be ideal.

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              • T Offline
                thomaslaidesign
                last edited by

                @Mistro11

                What we are aiming at is a scenario where:

                Instead of shifting around a relatively complex UVW mapping,
                simply flip in/out unique material texture images onto group/component copies.

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                • Mistro11M Offline
                  Mistro11
                  last edited by

                  @thomaslaidesign said:

                  @Mistro11

                  What we are aiming at is a scenario where:

                  Instead of shifting around a relatively complex UVW mapping,
                  simply flip in/out unique material texture images onto group/component copies.

                  Ok, I see....If you have Sketch UV, you can save the UV of the 1st cone, apply new texture to the second one and load the UV.....

                  ConeCopyUVTest.jpg

                  ConeCopyUVTest2.jpg

                  ConeCopyUVTest3.jpg

                  ConeCopyUVTest4.jpg

                  ConeCopyUVTest5.jpg

                  i7-4930k @3.4/3.7GHz, 32Gb RAM, NVidia GTX 980Ti 6Gb, Windows 7 Pro 64bit
                  Structural Integrity is Not Just Physical...It's in the Design and Purpose

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                  • T Offline
                    thomaslaidesign
                    last edited by

                    @Mistro11

                    Wow! Thanks for the Plug-in info.....

                    Good things come in little plug-in packages!
                    SOLVED!

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                    • duanekempD Offline
                      duanekemp
                      last edited by

                      I'm so glad this question was asked. Was having the same issue and ran into some bumps. The answers here help. Had a brain fart and forgot about SketchUV's save function. Good call. Thanks.

                      Duane Kemp

                      Kemp Productions
                      Puidoux, Switzerland
                      Gallery:
                      https://duanekemp.artstation.com/

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                      • fredo6F Offline
                        fredo6
                        last edited by

                        There is a similar function in ThruPaint...

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                        • P Offline
                          PapcioKris
                          last edited by

                          EZ solution here. NO PLUGINS

                          1. Map your OBJECT1 with MAP1
                          2. Open another instance of SU
                          3. Copy & paste your OBJECT1 to SU2 (It is mapped correctly)
                          4. Replace MAP1 with MAP2 (only texture) in SU1
                          5. Copy & paste your OBJECT1 From SU1 to SU2
                          6. BAM! You have OBJECT2 in SU2 with MAP2

                          You might want to rename your materials after all.

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                          • N Offline
                            nlipovac
                            last edited by

                            I see it says it is Solved but here is my use of SketchUV Save and Load UV feature.


                            SketchUV

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