Textures
Textures
I have downloaded a model which has come with textures, but they are seperated in independant images.
Using the UVMapper I suppose, how do I round them up together to make the single texture?
Using the UVMapper I suppose, how do I round them up together to make the single texture?
unless you could figure out exactly what faces went with what texture, you would have to remap the model to use a single file.
load the model, click New Map in the menu, select Box. start selecting and dragging the shapes around until nothing overlaps. to select, just click and drag a box around at least 1 corner of the shape. then click on it to drag it where you want it. not everything has to be separated though, some stuff can stay together. for example, the side of a tire would be a circle and can be more then a dozen polys. since they make up one piece of the car, they wouldn't have to be separated.
if you can figure out what faces goto what file, you could combine the files side by side into one large file, then load it as a template in uvmapper and drag the faces to the proper area.
load the model, click New Map in the menu, select Box. start selecting and dragging the shapes around until nothing overlaps. to select, just click and drag a box around at least 1 corner of the shape. then click on it to drag it where you want it. not everything has to be separated though, some stuff can stay together. for example, the side of a tire would be a circle and can be more then a dozen polys. since they make up one piece of the car, they wouldn't have to be separated.
if you can figure out what faces goto what file, you could combine the files side by side into one large file, then load it as a template in uvmapper and drag the faces to the proper area.
No. UVW is the same as XYZ, except it deals with texture space.
U and V are the important coordinates we worry about when we're mapping (X and Y on your 2d texture) but W is also used to store "depth" - ie, where on a model the texture appears. It's a bit weird to explain (indeed, to understand) but that's sort of the way it works.
What you describe fhko - showing which texture is being used for which part of the model - is usually done with materials.
f
U and V are the important coordinates we worry about when we're mapping (X and Y on your 2d texture) but W is also used to store "depth" - ie, where on a model the texture appears. It's a bit weird to explain (indeed, to understand) but that's sort of the way it works.
What you describe fhko - showing which texture is being used for which part of the model - is usually done with materials.
f
Doesn't look textured to me, just coloured :]
Right: let's say you have three textures for the ship: the sails, the deck and the hull. The first thing you need to do, is work out how that three texture setup has been achieved.
Is it one coherent mesh with three different materials?
Or is it actually three coherent meshes, each with its own texture?
f
Right: let's say you have three textures for the ship: the sails, the deck and the hull. The first thing you need to do, is work out how that three texture setup has been achieved.
Is it one coherent mesh with three different materials?
- if so, you need to change the material setup so the whole model uses one material
- next, you need to combine the separate texture files into a single texture file, in an intelligent way: "intelligent" meaning, so the single texture file isn't stupidly large or a non-standard size. It might mean resizing some of the existing textures
- then you'll need to apply the new texture to the model and edit the existing uvws so they fit on the newly created single texture. If you didn't have to resize any of the existing textures, this should be fairly simple: just grab the existing uvws and move them. If you resized any textures the UVWs will need scaling to fit also
Or is it actually three coherent meshes, each with its own texture?
- if so, you'll need to merge the separate meshes into one
- and then combine the separate texture files, as above
- and then apply the single texture, as above
f
UVMapper says no. It came with 5 different texture images. I need them setted to the single texture map, that's what I'm trying to archive.But mostly I think it doesn't look textured. Are you sure it's mapped properly?
How is this acomplished and where? yes the materials are different.if so, you need to change the material setup so the whole model uses one material
If it came with 5 textures I'd guess it has been mapped... if UVMapper says different, either it's wrong or the mapping has been broken somewhere along the way.mishka wrote:UVMapper says no. It came with 5 different texture images.
No idea - I don't use any of these applications you're working with. According to a quick Google search, Wings 3d will let you assign materials to faces on your model. So you should be able to make all the faces share the same material, then export it; combine the textures into a single texture file; and in UVMapper edit the UVWs to fit the new texture file. In theory.mishka wrote:How is this acomplished and where? yes the materials are different.
It'd be a lot easier if you were using a modelling prog that handled mapping properly (Wings doesn't :] )
f
its not that the model is broken. the issue is the fact it was set up for multiple texture files.
using multiple texture files, the faces using each file will fill up the whole file. since UVMapper is designed for making files using 1 texture, it will take all the texture coordinates and overlap them into one file. so they will need to be resorted. basically its as if you took a tic tac toe board, put a different shape in each square, then combined all the squares so the shapes overlapped each other, then you tried to shrink and rearrange the shapes in that one square so none overlapped.
using multiple texture files, the faces using each file will fill up the whole file. since UVMapper is designed for making files using 1 texture, it will take all the texture coordinates and overlap them into one file. so they will need to be resorted. basically its as if you took a tic tac toe board, put a different shape in each square, then combined all the squares so the shapes overlapped each other, then you tried to shrink and rearrange the shapes in that one square so none overlapped.