mirror modelling and UV

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mirror modelling and UV // TS6 and Older

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Post by DavidAWinter // Jan 31, 2009, 7:03pm

DavidAWinter
Total Posts: 36
Hi there.


I have a character I'm working on and I have taken the "build one half and mirror model" it approach. So, now, I have my one side of the character, and when I create a mirrored model to get the other half, it looks great.


The catch though is that both sides share the same texture mapping layout (UV Space).


How do you get the mirrored have to mirror the texture mapping as well? The model should be symmetrical, but the textures applied are not.


thanks

David

Post by mrbones // Jan 31, 2009, 7:11pm

mrbones
Total Posts: 1280
pic
Can I see a screen grab of your problem?

Post by DavidAWinter // Jan 31, 2009, 7:23pm

DavidAWinter
Total Posts: 36
Can I see a screen grab of your problem?



I'm not sure what you want to see.


I have a half character model with an 'S' on one sleeve. The textures being applied have a left and right half So an 'S' on both sleeves. However, when I mirror the half of the model, I get an 'S' one one side, and a 'Z' on the other because both halfs are using the same texture coordinates.


I can't seem to find a way to select the new half and mirror the UV as well.

Post by DavidAWinter // Jan 31, 2009, 7:35pm

DavidAWinter
Total Posts: 36
Anyway, here's a quick and dirty reconstruction of the problem


The final texture has a left and right half so that the text is correct on both halfs (and so I can have different logos etc...)


the right half UV is correct, but the mirrored left half shares the same UV.. so the text is backwards.


I'm trying to flip the UV as well.


thanks

Post by DavidAWinter // Jan 31, 2009, 7:45pm

DavidAWinter
Total Posts: 36
Maybe that example wasn't very good, because I think the text would still be inverted.


Basically what I'm after though is that when I automatically generate the left side of the model, that generated half uses the left side of the textures too...if that makes any sense.

Post by Jack Edwards // Jan 31, 2009, 11:56pm

Jack Edwards
Total Posts: 4062
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Hi David,

You can solve this problem after you finished the modeling and "frozen" the mirror to extract the final mesh. Then you can apply any UV mapping you need.

The problem is that while the mirror modeler is active the 2nd half of the geometry doesn't really exist -- it's just a projection of the unmirrored geometry. So it can't have it's own UV space until after the mirror has been removed.

Let me know if that helps you out.

Post by DavidAWinter // Feb 1, 2009, 9:04am

DavidAWinter
Total Posts: 36
Hi.


That example I showed was with the final mesh (welded).

Post by Jack Edwards // Feb 1, 2009, 9:42am

Jack Edwards
Total Posts: 4062
pic
Your UVs for both sides are overlapped onto the one side. If you want to separate them:

open the UVE
In the 3D view select the faces of the side you want to flip.
In the UVE click the slice tool.
In the UVE click the flip selection around vertical axis tool
Then use the Info Panel to exactly move the selection to the right coordinates.

Let me know if that solves it for you. :)

Post by DavidAWinter // Feb 1, 2009, 10:35am

DavidAWinter
Total Posts: 36
Your UVs for both sides are overlapped onto the one side. If you want to separate them:


open the UVE

In the 3D view select the faces of the side you want to flip.

In the UVE click the slice tool.

In the UVE click the flip selection around vertical axis tool

Then use the Info Panel to exactly move the selection to the right coordinates.


Let me know if that solves it for you. :)


Hmm okay.. call me thick, but my UVE doesn't have any of those tools.. at least not that I can find.

Post by Jack Edwards // Feb 1, 2009, 10:49am

Jack Edwards
Total Posts: 4062
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No problem, David. I'll make you a video. Give me a few mins.

Edit:
LOL, ok took more than a few mins. Video is encoding now, will upload soon as it's done.

Post by DavidAWinter // Feb 1, 2009, 11:15am

DavidAWinter
Total Posts: 36
No problem, David. I'll make you a video. Give me a few mins.


Thanks


What's strange is that I've been using TS for eons. Since Version 1.0 and was a beta tester for a good chunk of version 5 and into version 7 (my name's even in the manual for TS6). Yet this is the first time I've taken this approach to applying textures.


In the past I've always completed my models before doing any texture work. This time, with rebuilding my models, I've textured them before both sides were created. So even after all these years, I'm learning something new...go figure.

Post by Jack Edwards // Feb 1, 2009, 11:35am

Jack Edwards
Total Posts: 4062
pic
No problem, David. I'm glad to help out.

Here's the Video.

I also show a nifty new feature in 7.6 for the convert selection tool which allows you to use a loop to select the faces contained by that loop. :D

Post by DavidAWinter // Feb 1, 2009, 2:10pm

DavidAWinter
Total Posts: 36
ahh okay.. I suspected as much.. you're using 7.6. I prefer the 6.n series so you've got a couple of additional tools.


I have another solution in mind that might work well enough for my purposes.. a lot of polygon selection but it should work well enough.


thanks

Post by Jack Edwards // Feb 1, 2009, 3:33pm

Jack Edwards
Total Posts: 4062
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Oh... ouch. Sorry about that David.

An alternate solution you could use would be to copy the half object. Mirror it. Flip the UVs. Then boolean the two halves together... could get messy though... :(

Sounds like it's probably going to be a lot of work using the old UV editor. You may want to export the model to something like UU3D and do the separate and flip for the UVs there. Good luck.

Edit:
Easiest might be to do what I did in 7.6 then export the model out as OBJ, then import it back into 6.6.
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