|
|
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.
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
|
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
|
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
|
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
|
Booyah for Booleans!:rolleyes: |
|