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Author Topic: Scaling Textures problem..  (Read 2287 times)

KMLT

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Scaling Textures problem..
« on: February 22, 2008, 09:43:28 pm »

I can't scale textures even though I do it like the manual say..
got a really large groundbox, so when i apply the texture it gets stretched out..
Can't seem to scale it even though I press the UV button and use the middle mouse button..
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3D Joe Wiltshire

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Re: Scaling Textures problem..
« Reply #1 on: February 22, 2008, 10:16:12 pm »

you might have turned one of the axes off, there are 3 boxes with X,Y and Z in them, make sure they are all pressed in, i hope that helps
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KMLT

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Re: Scaling Textures problem..
« Reply #2 on: February 22, 2008, 10:51:17 pm »

still doesn't work.. :-\
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RudySchneider

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Re: Scaling Textures problem..
« Reply #3 on: February 22, 2008, 11:01:47 pm »

What sort of object are you texturing?  In order to reduce "smearing," you may need to apply and size your texture to individual faces.  That is, if you simply apply a texture to the FRONT view of a box, the front and back views will at least look OK, whereas all the other faces will be stretched.  This is because you've applied the texture along ONE axis.

In Point Edit mode, you CAN apply a different texture to each of the 6 faces of a box, and it will look better than applying one texture to the whole object.  Another way to handle texturing is to use a separate tool, like UV Mapper, which essentially "unfolds" your object, on which you can "paint" a texture, and then "refold" it into Anim8or.
« Last Edit: February 22, 2008, 11:04:03 pm by RudySchneider »
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hihosilver

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Re: Scaling Textures problem..
« Reply #4 on: February 23, 2008, 04:44:56 am »

It also depends on whether you're planar mapping, using spherical projection, cylindrical projection or spherical reflection.  You cannot resize with Spherical projection or Spherical reflection.
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KMLT

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Re: Scaling Textures problem..
« Reply #5 on: February 23, 2008, 09:35:28 am »

I just started the a new project, with a new groundbox and it worked..
no idea why though...
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