Uv Mirror

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Uv Mirror // New Users

1  |  

Post by johnhoward // Jul 18, 2008, 8:26am

johnhoward
Total Posts: 231
I mirror-modeled an object and when I UV textured, the texture was mirrored also - not what I wanted, so I flattened the history of the object, but the UV continued to treat it as a mirrored object.


Is there a way to tell the UV editor this is now a single object?


Thanks for any clues.

Post by TomG // Jul 18, 2008, 10:41am

TomG
Total Posts: 3397
Reapply a new UV map to the finished object (eg cylindrical would seem the right choice here :) ).


HTH!

Tom

Post by johnhoward // Jul 18, 2008, 1:39pm

johnhoward
Total Posts: 231
Hi TomG,


It doesn't matter what UV projection I use. In this test, I created a cube, mirror-modeled it, then flattened history, and added texture and used cubic projection. I even deleted the loop between the two halfs.


The UV editor remains unaware of the flattened history and continues to mirror the texture. Whatever I do in UV editor, it is applied to only one half and mirrored over to the other half.

Post by Jack Edwards // Jul 18, 2008, 4:01pm

Jack Edwards
Total Posts: 4062
pic
John, did you check inside the object to make sure that it actually removed the mirror?

Post by johnhoward // Jul 18, 2008, 4:25pm

johnhoward
Total Posts: 231
Hi Jack,


Not sure what you mean by "inside"; do you mean in the LE? If so, I see no mention of Mirror when drilling down several layers.


As far as the double cube, even though after flattening, I delete the loop that marks the boundry, the points remain and the UV sees them as the mirror plane (see JPG below, where I have shifted the points to the left, stretching one UV, squeezing the other). There is no way to delete points on a line except welding, which always shifts the other point, thus distorting the shape. Or is there?

Post by Jack Edwards // Jul 18, 2008, 5:29pm

Jack Edwards
Total Posts: 4062
pic
You can use the snapping tools to move a vertex along it's edge until it snaps to the other vertex. Then when you weld them together they will occupy the same space.

You can also collapse a mesh, by going to model side and boolean subtracting a cube (not touching) from it. That will remove all Workspace modifiers and construction history.

Post by johnhoward // Jul 19, 2008, 6:05am

johnhoward
Total Posts: 231
(activate Macro:) "Thanks again, Jack".


Great solutions! Subtracting the non-touching cube not only solved the UV problem, but also removed the no-longer-needed mirror-plane loop and its vertices.

Post by Jack Edwards // Jul 19, 2008, 6:09am

Jack Edwards
Total Posts: 4062
pic
It's not a good solution since it can mess up your geometry, but the other solution requires a bit of spaghetti work ;)

Post by spacekdet // Jul 19, 2008, 6:29am

spacekdet
Total Posts: 1360
pic
Booyah for Booleans!:rolleyes:
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn