Extremly basic question

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Extremly basic question // Roundtable

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Post by spyfrog // Apr 24, 2008, 10:03am

spyfrog
Total Posts: 181
Ok, this question is probably so basic that you will laugh or guts out but I don't really get it.


Let say that we have a cube and that we use cubic uv projection on it.

Then we get a texture that looks like this in the uv mapping editor (TS 6.6):

12209


Then, if I make all the corners of the cube round, then I have a texture map in the uv mapping editor that looks like this:

12210


Why can't I see all four sides of the cube in the second case? I only see one face and the round corner part around it, if you understand what I mean.


If I for instance want different look on each side, how do I do that when I can only see one side in the uv editor?


As I said, this is totaly basic but I ask anyway...

Do anyone have any good suggestion for a uv mapping tutorial?

Post by Jack Edwards // Apr 24, 2008, 10:19am

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Hi Spyfrog, can you post a wire of what you mean by rounded corners?

Post by hultek43 // Apr 24, 2008, 10:27am

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Total Posts: 234
I'm not sure what you mean with the statement making the corners round. In the lower right corner of the UV Editor are some small arrows. These will cycle through the faces. Did you use UV Slice on the object before unwrapping?

Post by spyfrog // Apr 24, 2008, 10:48am

spyfrog
Total Posts: 181
Hi Spyfrog, can you post a wire of what you mean by rounded corners?


Of course, here:

12211


I simply used the "fillet tool" on a regular cube.

Post by spyfrog // Apr 24, 2008, 10:51am

spyfrog
Total Posts: 181
I'm not sure what you mean with the statement making the corners round. In the lower right corner of the UV Editor are some small arrows. These will cycle through the faces. Did you use UV Slice on the object before unwrapping?


That two arrows only change the color of the lines that makes up cube in the uv editor from white to blue and back again.


I don't really know this unwrapping thing - isn't I only supposed to click the uv editor and it does everything it need to do to show the texture?:confused:

Post by TomG // Apr 24, 2008, 11:09am

TomG
Total Posts: 3397
Changing the geometry can change the UV mapping - it could now be that each side of the cube shares the same UV space.


You can click Cubic Mapping to reapply a cubic mapping, and then open the UV Editor again. You should now have separate sides for the object again, though of course you will experience texture stretching on the curved edges since they are not strictly cubic any more. With this cube, thats not probably severe enough to worry about, though on other objecs where these surfaces point out at different angles are larger, that would be more of an issue.


HTH!

Tom

Post by Jack Edwards // Apr 24, 2008, 4:49pm

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Hi Spyfrog,

UV mapping is a really important thing to learn if you want to use bitmap textures. Unfortunately there really aren't any real one click solutions for UV mapping.

A lot of how you lay out your UV map will depend on the image you are mapping or how you want to paint the image for that object.

I guess the best place to start is at the beginning. ;) UV mapping is the process of assigning texture coordinates to the vertices of each face. So lets say for example you want a rectangle with in the texture starting at the (0,0) coordinate and ending at the (25,25) coordinate to be mapped to a face you'd set the top to vertices to (0,0) and (25,0). The bottom vertices to (0,25) and (25,25).

What TrueSpace and other programs with UV editing tools do for you is to add a graphical interface for setting up those texture coordinates.

For as simple a shape as you've provided you can probably select all the faces and use the automatic cube UV mapping. This will give you seams at the edges in places and will waste a lot of texture space, but is a quick and easy method.

Another approach would be to select groups of faces and use planar or cylindrical projections to best match the shape of those faces, then arrange and join them up in the UV editor to have as few seams and a little distortion as possible.

Unfortunately there is no perfect UV map for a rounded cube, so you will have to choose a trade off and paint your texture accordingly. And here you though UV mapping a cube would be easy! ;)

Post by Jack Edwards // Apr 24, 2008, 5:15pm

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Here's a link to my first WIP on these forums:
http://forums1.caligari.com/truespace/showthread.php?t=1341&page=2
There's a lot of UV mapping done in this thread. Hopefully that'll help you out.

Post by jamesmc // Apr 26, 2008, 4:59am

jamesmc
Total Posts: 2566
I think GraySho did a really good video tut on UV mapping using truespace's UV utility.

Not sure if his video links still work though.

You might message him and ask him about it.

At least, I think I remember it was GraySho.

Post by jamesmc // Apr 26, 2008, 5:35am

jamesmc
Total Posts: 2566
Ah, found GraySho's tutorial and the link still works.

http://forums1.caligari.com/truespace/showpost.php?p=24960&postcount=1

Post by Jack Edwards // Apr 26, 2008, 10:53am

Jack Edwards
Total Posts: 4062
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Ah the mushroom tutorial! Good link James! :banana:

Post by GraySho // Apr 26, 2008, 8:55pm

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Good to see my tutorial is still of use. I'll leave all tuts up until I run out of space or money to maintain it :D.


The reason you see just one cube/face on the second image you shown is most likely because all the faces of the six sides of the cube overlap. The basic cube mapping works like that.


Think of the UV-map as a map, a 2D layout of your geometry. Like you would slice up your geometry along some edges, unfold it and glue it on a square area. Overlapping geometry on your uv-map will share the same texture where it overlaps. This can even be desired to reuse parts of the texture and save memory.
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