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Author Topic: Unexpected Behavior: Texturing  (Read 4462 times)

Old Codger

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Unexpected Behavior: Texturing
« on: December 08, 2020, 12:25:13 pm »

Okay, so I've figured out that part of making my stuff look "real" involves applying textures instead of simply self-texturing via materials although I'm sure the materials route will be involved. For the moment, however, I'm seeing behavior which puzzles me. Absent using a UV mapper, I'm experimenting building texture maps from screen shots using Photoshop elements. I used to use PSE back when I was involved with Microsoft Flight Simulator and was repainting airplanes. Finding PSE coming back to me much easier than Anim8or.

Anyhow I took screen shots of a simple model - rectangular "solid" 8w X 8h X 24l (might as well learn on an approximation of something I plan to "build") and got some unexpected results.

The first three jpegs are the three textures visible in the 4th. Not visible is the back side which I half expected to need to flip horizontally to get to show up properly. No biggie there. The question I'm having regards the long sides (top, bottom, left and right). Did I mess up or is that tripling to be expected. I knew that the sides/top etc. are 3X the front/back. Is that the cause of the apparent tripling?

One final question before I go back to my exciting, fun-filled game of "cut-and-try". Is there a way to rest the coordinates on a selected face/mesh? Sometimes I fail to grab the teeny-tiny/nanoscopic ;) boxes on the four corners of the rotation thingy in the UV tool and I wind up rotating the texture about an axis I did NOT intend to. Short of deleting the mesh/object is there an easy way to reset the UV to before I messed up by selecting incorrectly? At my age I find hand-eye coordination is not what it once was. When I do that in a view I can always just reselect that view.
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johnar

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Re: Unexpected Behavior: Texturing
« Reply #1 on: December 09, 2020, 01:17:48 am »

In regards to 'tripling', it sounds like the material/image needs stretching into place. (probably not the right term). But anyway, drag the middle mouse button inside the uv editor circle. Drag up or sideways to check the different affects.

 For resetting, double click  inside the uv circle. The Texture Coordinate Parameters box will appear, and you'll see a button there that says 'Reset to default'.  :)

EDIT: Sorry. First select the offending face, then the UV button/tool. then double click.

 
  One thing i can highly recommend for us 'oldies' is to Print the manual, and put it into a clearfile. (one which you can add extra clear pages to.)
 You'll probably understand when i say, "you can't beat a book"
 Which is not to say that the internet is inferior. As you know, the internet is an Amazing information resource, be it forums or other.
 But the manual, in good old hard copy style, i found essential to my learning process.

 In fact, i still print anything i find important, or worth keeping.
Best of wishes for your endeavours.
« Last Edit: December 09, 2020, 07:08:04 am by johnar »
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Claude

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Re: Unexpected Behavior: Texturing
« Reply #2 on: December 09, 2020, 09:20:47 am »

In the uv editor, you can use the undo function to go back one step.
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johnar

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Re: Unexpected Behavior: Texturing
« Reply #3 on: December 10, 2020, 06:27:37 am »

Ah yes, of course. How could i forget the magical 'undo' button.
 Nice one Claude.
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Claude

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Re: Unexpected Behavior: Texturing
« Reply #4 on: December 10, 2020, 10:08:58 am »

johnar
I use the uv editor so rarely that I had to check if the
undo function was actually working. :) :)
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Old Codger

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Re: Unexpected Behavior: Texturing
« Reply #6 on: December 13, 2020, 04:33:53 pm »

Thanks for the links to free texture sites. CanNOT have enough of those. Having looked at a bunch of products for sale at Daz's site I am coming to the conclusion that making things look real in large part means employing textures. Am building a bit of a relationship with the UV editor now. Also recalling things I used to do back in 12-14 when I was repainting my own M$ Flight Sim models. A lot of the tricks I once used are coming back to me. Attached is a simple model of the outside part of an HVAC system. I think it could pass is it were in the background in something rendered in Daz Studio or Blender. Not "hero" quality (as the movie folks call it) but I think it would work in background.
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