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SOLVED: Replacing image texture without upsetting mapping

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  • T Offline
    thomaslaidesign
    last edited by 29 Jun 2016, 03:08

    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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    • M Offline
      Mistro11
      last edited by 29 Jun 2016, 21:10

      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 29 Jun 2016, 21:42

        Agreed. A make unique material option would be ideal.

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        • T Offline
          thomaslaidesign
          last edited by 30 Jun 2016, 08:14

          @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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          • M Offline
            Mistro11
            last edited by 1 Jul 2016, 15:22

            @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 1 Jul 2016, 15:54

              @Mistro11

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

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

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              • D Offline
                duanekemp
                last edited by 6 Aug 2021, 11:07

                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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                • F Offline
                  fredo6
                  last edited by 7 Aug 2021, 08:02

                  There is a similar function in ThruPaint...

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                  • P Offline
                    PapcioKris
                    last edited by 22 Sept 2021, 08:39

                    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 22 Sept 2021, 11:01

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


                      SketchUV

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