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UV Mapping in TrueSpace
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 Mapping in TrueSpace // New Users
Post by Mykre // Jul 31, 2008, 4:41pm
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Mykre
Total Posts: 6
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I am just in the process of making a choice between blender and truespace. I have been using blender for a while with my projects and would like to give truespace a good go.
One of the main items I like in Blender is the UV Editing system and my question to the community is how do I make the seams on my model so that it unwraps in an easy to texture map?
Does anyone have any links to tutorials or the such that will help me to swap over? |
Post by Jack Edwards // Jul 31, 2008, 5:25pm
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Jack Edwards
Total Posts: 4062
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TrueSpace doesn't have pelt mapping yet in Workspace yet, and the Model side pelt mapping is no where near as good as Blender's.
In TrueSapce, you do have basic projections that you can use to project selected faces and a new auto planar mapping tool called "flatten" that can be used from inside the UVE.
The method of UV mapping used in TS is to select groupings of faces and project them with either planar or cylindrical mappings then position and stitch those mappings into the UV islands with the seams that you want. |
Post by Mykre // Jul 31, 2008, 5:49pm
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Mykre
Total Posts: 6
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I have just found the UVSplit function in the model view, I might try playing around with that to see if that will work.
This is the only big jumping block at the moment in regards to swapping over. |
Post by Burnart // Jul 31, 2008, 5:53pm
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Burnart
Total Posts: 839
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Why not use both? Uv mapping is one of those things that you should do in an environment that suits your workflow.
ts7.6 has some great modelling tools - model in the workspace then click the modelside tab and export as an obj for blender. Do your uv mapping export from there as an obj and use the luuv plugin to import your obj with uvs intact into ts modelside.
Not many people do everything in one program. No reason to if both programs are free! :D |
Post by Steinie // Jul 31, 2008, 5:53pm
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Steinie
Total Posts: 3667
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You can't use both programs? I no longer use trueSpace to UVMap. Take the best from both.
I'm proud owner of Headus UVLayout by the way...;)
Edit:Burnart, great minds think alike! |
Post by Jack Edwards // Jul 31, 2008, 6:15pm
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Jack Edwards
Total Posts: 4062
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Yup. I agree with Burnart and Steinie. Use the tool that works best. I also use UVLayout as well. It's probably one of the best UV mappers out there. ;)
UV Split is the tool you can use to create seams in the UV mappings. But be aware that individual UVs can only be selected when not in Mesh Edit mode. When you're in Mesh edit mode, selecting a vertex or UV also selects the other UVs assigned to that vertex. So you can use selecting in mesh edit mode to find out which UVs connect, but you'll want to exit Mesh edit mode to select them for moving around. |
Post by Mykre // Jul 31, 2008, 6:29pm
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Mykre
Total Posts: 6
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I will give it a go going back and forth, the one advantage I can see with trueSpace is the support for the x file format out of the box... using it I will no longer need to use the external scripts from blender (as these do not support all features of the x format). |
Post by Jack Edwards // Jul 31, 2008, 6:44pm
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Jack Edwards
Total Posts: 4062
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Let us know if you have any problems with X export from Workspace. It should correctly export the skinned/bones animation. Problems that occur might not necessarily be on TS's side, and might be the importer. That's important to know as well, because the other software's import may need to be fixed, or options added to TS export to accommodate the other importer. Most important thing is to have a working pipeline. |
Post by Mykre // Jul 31, 2008, 7:23pm
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Mykre
Total Posts: 6
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Will do will let you know how I go.
Also it would be nice to get an FBX import Export system :), I know a lot of XNA Developers would use it.
Or... is there information on the native ts file spec around, as a content pipline system for XNA to import and process the file would also be handy. |
Post by Jack Edwards // Jul 31, 2008, 7:25pm
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Jack Edwards
Total Posts: 4062
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Yup. I could sure use one of those, just wish that guy working on it would hurry up. :D |
Post by Mykre // Aug 1, 2008, 12:40am
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Mykre
Total Posts: 6
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What are the different types of UV Mappiong tools that you guys use with trueSpace? |
Post by Jack Edwards // Aug 1, 2008, 1:20am
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Jack Edwards
Total Posts: 4062
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Not sure what you mean Mykre... the toolset is kind of limited. Basically just project the sections, then move, scale, rotate the UV islands and stitch them together or cut them up with the Join and Split tools. Also tweaking and adjusting individual UVs as needed.
The Infopanel is now tied into the UVE so you can use the infopanel to exactly position, rotate, or scale UV selections. Which is a cool feature.
In UV Layout I use a different workflow...
http://www.headus.com/au/doc/uvlayout-demos/videos/UVLayout-Basic-Flattening.mov
:D |
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