Questions on UV cow.

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Questions on UV cow. // Archive: Tech Forum

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Post by Birdnest // Aug 20, 2006, 6:19am

Birdnest
Total Posts: 152
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Once your ready for skinning after color coding the areas you want on your

model. How do you match those certain mesh/geometry area's to your textures in uv cow?


You know? Say for example I modeled a chess pawn. (I wish I can add this image, but I have no website to host it with.)

I colored one side red and the other green. I have 2 partitions, I use the flat surface UV projection to view one side

of the geometry in UV cow. Now here is where I am stuck. How do I load a texture in UV cow to match that mesh EXACTLY?

Do I create the texture first in Photoshop? How do I design that texture to specifically match the mesh?

Post by TheWickedWitchOfTheWeb // Aug 20, 2006, 1:39pm

TheWickedWitchOfTheWeb
Total Posts: 858
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Easiest way is to split by materials in UV Cow, adjust the UV map to how you want it, save it and apply the UV. Then open up the map in photoshop and use it as a template to paint/place your texture on so that you know it's all in the right places.

Post by frank // Aug 21, 2006, 6:49am

frank
Total Posts: 709
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Yep, what TheWitch said will work fine.


Since it is a chess piece and you have only two parts after splitting by material (half side one material and half side another material, correct?), I would click each piece in UV|Cow and go to PFP (per face projection), and within trueSpace, apply standard planar mapping to both sides. Once you do this, the wireframes in UV|Cow should better resemble the pieces (default mapping can often look like a tangled mess.)


From here you can either:


- Export the wireframe image to Photoshop, and paint the texture over it

- Apply the texture to the object and move the UV map within UV|Cow to match the texture (there's an option in UV|Cow to display the texture as background).


Let me know if you need any clarification.

Post by Birdnest // Aug 21, 2006, 2:18pm

Birdnest
Total Posts: 152
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Great! this adds some help! :)


Just to verify...I save the wireframe image on UVcow as a bitmap or jpg, load photoshop, open that saved file from UVcow, and start painting over that

wireframe? If so, this works good too lol, I was just curious what was the best

way to skin your models.

Post by frank // Aug 22, 2006, 3:32am

frank
Total Posts: 709
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Just to verify...I save the wireframe image on UVcow as a bitmap or jpg, load photoshop, open that saved file from UVcow, and start painting over that

wireframe?


Correct, you can load the exported wireframe (saved as BMP or JPG from UV|Cow) into Photoshop and paint over it there - then when you apply the final texture to your object in trueSpace, it should line up as expected.


The other method would be to apply a pre-made texture map (for instance, if you have a picture of the chess piece) to the 3D object in trueSpace, and use UV|Cow to make the UV match up with the image.


These two methods are kinda opposite of each other.
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