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Textures & Materials: Make Or Break Question

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Steve:
For textures to appear the fces need texture coordinates. When you make a cube with the Cube tool it applys coordinates to the faces, which are preserved if you convert it to a mesh with Build->ConvertToMesh. But only the front and back have coordinates that would show your image as you probably want. Here's a simple example:

Old Codger:
Thanks, Steve. Now, is there any way - currently - to remap face coordinates? Because I start with a cube and then move edge loops around - a lot - to get the geometry I need in order to do what I want next which is to round all the corners and edges. I keep working until I get the over-all shape I want. I merge faces, extrude faces even sometimes join faces. When I get the shape right then I go to work with materials. Got that down. Found the "Apply" button (flat forehead moment there lol ). But I then need to apply an entire texture as a decal to a specific (currently existing) face. Short of grabbing a UV tool (Such as UVMapper) to give me the over all mapping and using (as the thread referenced in another question of mine) photoshop to put the decal I want onto the precise area of the original model?

ENSONIQ5:
In the Edit mode toolbox, just above the Shapes section is the UV function.  Select your object, select UV, and use the different mouse buttons to scale, rotate & move the UV coords.  A yellow grid reticule overlay shows what's going on.  Double click to open a dialog to change the mapping geometry or reset the UV coords to the default.  The process is identical for individual selected faces via the UV tool in the Point edit toolbox.

For more complex UV mapping there are a bunch of external UV mappers capable of 'flattening' complex meshes to create UV maps, I personally use Lithunwrap.

Old Codger:
Thanks, ENSONIQ5, I found and downloaded the free version for later install.

Problem is Anim8or is acting up on me. Once it flat out crashed - no error message, no nothing just popped like a soap bubble with even less trace. Also having problems generating a spline from a part of a mesh (cutting a cylinder down into a single edge/point loop, converting that into a spline) and then doing a lathing. Half the time it seems to accept the command (the menu item is not greyed out) but no spline appears.

The big thing is Anim8or lost several hours of work. Poof! I had everything saved (doing that religiously now) and went into the scene creator to compose a shot of what I had done. I composed the shot I wanted, rendered it and saved the render. When I pulled the render up in PSE I realized I hadn't changed the image size. So I went back into Ani to recompose the shot with an eye towards saving it as a larger image. Only the object I made before the crash along with the global materials I made up before even starting any objects were there. I remember what I did to get there and can easily recreate the work and in fairly quick time. It just hurt like heck to lose the work. You know?

Anyhow, I figure I better let Mr. G know about the issues I'm having most especially Anim8or just quitting on me. It did that once before while I was trying to build a spline from segments.

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