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Zoogie
10-04-2006, 07:00 PM
Hi, I am having a bit of a problem in Blender trying to UV texture. I tried to follow the Greybeards LSCM video tut. and the "beware of the dog tutorial" http://blenderartists.org/forum/showthread?t=18785

My problem is that I think I am missing a little piece of the puzzle. I tried LSCM on a bench following Greybeards tut., it worked for 3 planks(shows up in the render), and somehow the forth wouldnt show in the render.

Also, I notice when I go to the texture panel that there is no texture on there. So I add a new texture, and then it disappears from both viewport and render. I tried to force it by adding texture in the texture panel and adding an image in the same panel. Is this just a different way of doing it?


In Greybeards tut he doesnt go there (or is this assumed knowledge?) I then tried Modrons beware tut on a simple cube. (not using LSCM) the texture shows in theviewport but not the render . And again I notice there is not texture in the slot. I chedck the noob to pro tut and realize TEXFACE must be set to Make, but that didnt fix it. I am beginning to look at the apple mapping tutorial and notice its still a different method, so I figured I'd get help here. What are the correct steps to UVmapping ( I want my mapped objets to remain mapped if I take them to other software).

Here is my current understanding of the workflow.
1. Take object
2. Add material
3. and unwrap it (do you add texture before unwrapping and working in the UVeditor, or does it not matter.) It doesnt seem doing it in uv editor automatically adds it to the object.
4. Once you map and get it to show in view, what do you do to get it to render and for lack of a better term be sure that the map has actually "stuck" to the object and is a texture that when packed will work properly in other packages.
Apart from LCM being probablly more appropriate for complex objects , is it pretty much the same as Modrons method of just selecting faces (UVface Select mode) and mapping each face to a part of a picture ...... To simplify what I just said, My understancing is that the only diff between Modrons tut and the LSCM on Greybeard uses is that in one case you bring in your texture and map faces of the object to various parts of the picture.

In the other technique , you unwrap, take your map out and paint over it. Where am I going wrong. Also I assume that all the other options in the Unwrap panel will produce UVs indistiguishable from LSCM method, ie regardless of the method you choose , the UVs stickk to the vertices and will distort with the object, and will be understood by other software.
O
One more ..... Is there a way to let the UVeditor sync with the viewport so that when you select a different object , the associated UV image will update in the UV editor? I have the padlock icon locked but it doesnt seem to do that.
Thanks

Zoogie
10-04-2006, 07:04 PM
here us the file I am trying to work with.
As an addendum to above, I found that even though the texture is in the UVeditor, and showing up in the viewport, it isnt necessarily applied to the object. If I dont then go and add the texture in the texture panel, the object will render without the texture.

Now when I add the image to the texture panel, it renders. Why will the texture show on the object and not be applied to the object?

If you render the file attached, you will find it renders a different image from what is in the viewport. Where am I going wrong?
Thanks

http://www.zoogievision.com/3d/woodsign.zip

Zoogie
10-04-2006, 11:20 PM
OK got it.
I also had to change the map input to UV.
However, why is it that when I delete the texture from the texture panel, it still rendrs.
I can see from the OOps schematic that its disconnected, but it still renders.

bigkahuna
10-11-2006, 01:05 PM
OK got it.
I also had to change the map input to UV.
However, why is it that when I delete the texture from the texture panel, it still rendrs.
I can see from the OOps schematic that its disconnected, but it still renders.
Set up Blender so you have at least 2 working windows. In one window go to the "UV/Image Editor" and then in your 3D view window select your model and go into "UV face select" mode. You probably see your texture in the "UV/Image Editor" window, which means it's still in your model's materials also. Press the "X" next to the image file's name which should remove it. Next time you render you shouldn't see the texture any more.

Hope this helps...

Zoogie
10-12-2006, 04:32 AM
Thanks BigKahuna,
I may be missing something, because when i select the object(in uvface select mode) and go to the uv/image woindow and delete (by pressing X) the image(s), they disappear in the uv window, but it still shows in the list of images in that window, and the image still renders .

Now If I go to the texture panel and delete that channel, then it doesnt render.
So did I inadvertently add the image twice, once in the uv window and once in the texture editor? When I should really have only added it to either one or the other?
These are the fine points of the workflow that leave me confused.

Any more help is appreciated.
cheers

bigkahuna
10-12-2006, 05:33 AM
Sorry, I didn't have time to look at your file yesterday and when I looked at it today the problem was real obvious and easy: You need to change the map input from "Orco" to "UV" in the material, texture properties. I tried to post a screenshot, but this forum doesn't support that, so here goes:

In the "buttons panel" in the "material settings" look at the panel all the way to the right. There are three panels with tabs, click on the tab that says "Map Input". You'll see a bunch of buttons, in the second row you'll see that you have "Orco" selected. That's the default setting, click on "UV" instead and that will map the texture using the UV map you created. I did that with your file and it was instantly fixed.

Hope this helps.

compiava
10-12-2006, 09:54 AM
press f6 and disable the texture in the texture menu ,then aktivate in the material menue "Textface" then you must map the figure new

Zoogie
10-15-2006, 09:32 PM
Thanks bigKahuna and theNewone,

your tips helped. I am beginning to understaond the workings of the texture system a little better.

cheers

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