SOLVED: Replacing image texture without upsetting mapping
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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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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.
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Agreed. A make unique material option would be ideal.
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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. -
@thomaslaidesign said:
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.....
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Wow! Thanks for the Plug-in info.....
Good things come in little plug-in packages!
SOLVED! -
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.
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There is a similar function in ThruPaint...
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EZ solution here. NO PLUGINS
- Map your OBJECT1 with MAP1
- Open another instance of SU
- Copy & paste your OBJECT1 to SU2 (It is mapped correctly)
- Replace MAP1 with MAP2 (only texture) in SU1
- Copy & paste your OBJECT1 From SU1 to SU2
- BAM! You have OBJECT2 in SU2 with MAP2
You might want to rename your materials after all.
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I see it says it is Solved but here is my use of SketchUV Save and Load UV feature.
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