View Full Version : UV texture fitting
delfeld 01-27-2009, 04:46 PM Hello,
I am trying to take a portion of an image from Photoshop and bring it to fit a UV map in Blender. I am able to get an alpha cutout of the image easily, I can make the UV map in Blender, the UV map comes into Photoshop or Illustrator (or any other program) simply enough, and it is simple to produce an alpha mask of it. The crux is that there is no relation between the shape of the image alpha map and the UV map, and neither one is consistently shaped from object to object or image to image.
The 3D objects to be mapped are all one 1/2 of a 2-sided shell (that is, topologically similar to a half sphere). None of the objects have the same number of points or polys.
Those are the variables. . . the goal is to have the non-alpha portion of the image exactly fit the UV map of the objects.
Any thoughts?
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delfeld
01-30-2009, 05:46 PM
Does anyone have any help for this?
I'm afraid your going to have to give them all different maps if they are topologically different.
but lucky for you, you should be able to bake the texture from one object to the other,
if they are proportionally the same. :)
Nifty
01-31-2009, 10:02 AM
Would UV Projection help?
http://wiki.blender.org/index.php/Manual/UVProject_Modifier
delfeld
02-02-2009, 01:43 PM
Nifty, the UV projection seems 2-dimensional (projecting only in one direction, perpendicular from a plane). Is there a 3D version, where all faces project the texture on the face?
fktt, can you explain what you mean by topologically different? They are both half-shells, and thus the same. Do they have to have the same number of polygons, or something like that?
Remember that I am trying to match a texture to an object's UV. The shrinkwrap workaround is acceptable if it can be programmatic.
well, I just got the impression form the first post that they are topologically different. :/
actually a screen shot of the objects in edit mode would be nice, I suppose.
and yeah, topologically different - with that I mean objects that may be shaped the same,
but with different topology's.
meshes can have the same amount of polygons and still have different topology,
but I'm guessing that you indeed, got the gist of it.
and, yeah, for some reason I didn't even think of uv projections. :/
also it is possible to 'stamp' textures onto an object as decals using empty's as controls,
but I've never used that myself, so I'm of no use in this case.
delfeld
02-02-2009, 04:30 PM
fktt,
I am talking about topological equivalence. . . homeomorphism:
http://en.wikipedia.org/wiki/Topology
Topology refers to a class of the shape, and not to the individual components of that shape (that is, that the shape is a donut/coffee cup/letter "D"/etc., and not that there are certain number of points/polys/faces/etc. on that shape).
Since all the objects I have will homeomorphic (half-shell, or a plane), and since the images are also homeomorphic with the objects, I assumed that stretching a texture would be straightforward. This has not proven to be true. As a matter of fact, Adobe cannot do it at all, except manually and except for a pre-defined shape (i.e., the rectangle of an image's bounding box).
Actually, the UV map is homeomorphic to the patch it represents.
The shrinkwrap feature is very close to what I need - it just needs to fit to the edges of the shape, and not just to the projected location.
Using empty objects to stamp decals seems like it is the non-camera UV projection - that is, it ray-traces from the origin of the empty. Correct?
There are a few ways of doing this. One is to just adjust your uv map to fit the texture more closely - you can warp around the UV layout using the 'pinning' and 'live unwrap transform' features, or by just using proportional edit and dragging the UVs around.
Otherwise, you'll have to somehow project the texture. This is a lot easier now, with the new painting tools. check out this video: http://www.cowtoolsmedia.co.uk/projection.ogg
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