Plane Texturing Problems

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Plane Texturing Problems // New Users

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Post by trueSpaced // Jul 9, 2007, 4:42am

trueSpaced
Total Posts: 544
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Okay, I want to texture a plane with a picture, but I can't get the scale right for it to fit on the plane like I want it to!

In TS 6.6, if you wanted a pic on a plane the U and V repts were both 1, but I can't figure it out in TS 7.51!

Here's a screenshot of the scene. It's the same scene as the building that is in the thread "WIP that needs some help!", but I thought I'd start a new thread about this because I've been having trouble with it for a while...

I'm using the shape of the islands for reference in what I'm trying to do with the building.

Can anyone help?

Thanks,

-TrueSpaced:banana:

Post by Nez // Jul 9, 2007, 5:46am

Nez
Total Posts: 1102
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In your screen cap, the U and V repeats are appearing as 0.01 rather than 1 - if that's not specific problem, I can only suggest you check all of the following, as I don't know how much of this you may already be doing:


I always create backgrounds like this to the right aspect ratio for the picture - i.e. if it's from a digital source, usually has an espect of 4:3, so always ensure the plane/cube has these proportions.

Make sure your texture resolution properties in the display options is set high enough to see reasonable quality in your shaded view

Check your UV mapping (I sometimes use a cube rather than a plane, so may need to check mapping is appropriate to object) - NB planes often seem to 'receive' the texture the wrong way up...


After all that - not too sure, as I'm only a TS5 user anyway so am not familiar with the specifics of the newer versions. Your plane looks a little small relative to your building, but I guess you're just trying to get the texture to fit first...

Post by Norm // Jul 9, 2007, 5:48am

Norm
Total Posts: 862
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I was using images in some of the ch3 vids I was creating for manual. The logical thing for me to do was check out the size of the image in PhotoShop ... lets say it was 640x480 for example. What I would do is create a plane object in workspace, then edit the x and y scale values to 6.4 and 4.8. Once that was accomplished, I could then scale the entire plane so it fit what I was trying to do.

There were a few times when the image did not seem to map correctly, in which case I reapplied a planar uv projection and it sorted itself out to look proper.

Hope is helpful :)

Post by trueSpaced // Jul 9, 2007, 5:56am

trueSpaced
Total Posts: 544
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Thank you for the replies!

I know I had it on .01, and that's because I was trying to get it to fit on; it looks like this when it's at 1...

And..... I've never done UV Mapping.... :o I have no clue how to use it....

Thanks,

-TrueSpaced:banana:

Post by trueSpaced // Jul 9, 2007, 6:19am

trueSpaced
Total Posts: 544
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Can anyone give me some basics on UV Mapping? :banana: Please?? :D

-TrueSpaced:banana:

Post by Jack Edwards // Jul 9, 2007, 6:47am

Jack Edwards
Total Posts: 4062
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For a plane you just need to do a Planar UV projection. If you're having trouble finding the icon let us know and I'm sure someone will post a screen cap.

UV mapping is probably the hardest part of 3D work, but it's also the most important. You cannot make professional quality work without learning UV mapping.

Also for complex models there are no one click UV solutions. This isn't a TrueSpace limitation, it's a fact of 3D life. ;) Depending on the type of model the method I've found to work best is to planar project sections and then manually adjust the UV coords and weld them together to form an seamless a mesh as possible. For mechanical models and areas where you need crisp color changes it can be more useful to purposefully add a seam in your UV islands. So UV mapping is as much an artform as the 3D modeling itself.

Keep in mind is that there is no such thing as a perfect UV map. The process of unwrapping a 3D object into 2D space forces at least one of two compromises: A discontinuous map or texture stretching and distortion. The art comes in managing the compromise to get the best results. ;)

At the moment tS UV tools are a bit limited and for more complicated models I recommend Ultimate Unwrap 3D as a companion product for TS. You can find more about UU3D here:
http://www.unwrap3d.com/

-Jack.

Post by Steinie // Jul 9, 2007, 6:54am

Steinie
Total Posts: 3667
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I also like UVMapper Pro
http://www.uvmapper.com/features.html
Some users here use both.
Tutorials:
http://forums1.caligari.com/truespace/showpost.php?p=24960&postcount=1
http://www.render-lab.com/Render-Lab_UV_tut.htm
http://reinerstileset.4players.de/TS66_UV_Mapping_Editor_Tut_E.htm
Freebe:
http://www.pullin-shapes.co.uk/index.htm

Post by trueSpaced // Jul 9, 2007, 6:58am

trueSpaced
Total Posts: 544
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Wow, can't thank you enough! All I did was click Planar UV Projection, and it all of the sudden worked! :D

Thanks Jack!

Oh, I don't think the Unrap3d works on Vista... I didn't try it, but it didn't say it was compatible with Vista on the site.

Thanks for the link, though! :D

-TrueSpaced:banana:

Post by trueSpaced // Jul 9, 2007, 7:01am

trueSpaced
Total Posts: 544
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Thanks Steinie, demo download didn't work, though....

My computer has been doing all kinds of messed up things; I need to find out what's wrong with it.

-TrueSpaced:banana:

Post by Jack Edwards // Jul 9, 2007, 7:22am

Jack Edwards
Total Posts: 4062
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You're welcome. Nice links Steinie! :)


I'm using UU3D just fine on Vista. In fact this mapping was done with UU3D in Vista x64:

http://forums1.caligari.com/truespace/showpost.php?p=33435&postcount=37

:D


-Jack.

Post by trueSpaced // Jul 9, 2007, 7:35am

trueSpaced
Total Posts: 544
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Lol, I've seen that thread before! That one looks really complicated....

I'm taking a graphic design class this coming school year that should introduce UV mapping; I took one last year that introduced me to the program (we use TS 5.2).

Hopefully I'll get better at it!:D

Thanks for everything Jack! I posted what I'm trying to do in the "WIP that needs help!" thread if you want to take a look at it.

-TrueSpaced:banana:

Post by Jack Edwards // Jul 9, 2007, 8:09am

Jack Edwards
Total Posts: 4062
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Just thought I'd drop a note that most external UV applications don't read the native Caligari file formats. You will need to export into a format that preserves UV mappings and that the UV editor can read.


For UU3D: COB (legacy Caligari object format), 3DS, and OBJ work


For UVMapper: OBJ


I prefer not to use 3DS format since the model has to be triangulated, but it seems to do a better job with hierarchies. COB works pretty well with UU3D, but there are some issues with right handed vs left handed coordinate systems. OBJ format is your most universal format and handles quad based geometry just fine.


To export to OBJ, use the LUUV plugin on model side.


-Jack.

Post by trueSpaced // Jul 9, 2007, 8:12am

trueSpaced
Total Posts: 544
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Cool thanks for the help!

-TrueSpaced:banana:
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