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eagledude4

Texture Mapping Issue

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TextureMapp.png

When I try to apply a .paa to all 3 of the faces (on the octagon), only the top show the texture in bulldozer. I'm using a .paa because the .tga wouldn't convert to .paa automatically, so I manually converted the .tga to .paa in texview2.

There doesn't seem to be anything wrong with the geometry.

Edited by eagledude4

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can you show the uv?

Edited by PuFu
fucking iphone

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the sign is not UV you xan see in the fiew not all faces have the squares :).

click front view

click all them three panels

press E

texture box pops up

click on folder to right of the colour pallette in top entry box ( second is for materials)

point to your texture

apply

now click the UV tab in the tool box in o2 ( still in front view)

in filter option in UV select Main texture

select your sign texture

now press Tab button

this now shows your 3 faces

make them fit your texture.

oh and rename texture to stop_ca.Tga for bulldozer to auto convert ;).

Longggggggg process , thats why i think people use Blender or something to unwrap models :).

proof if its needed :)

http://i49.tinypic.com/w7ebn4.jpg

Edited by Thromp

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Thanks for the help. Is there a better way to do it other than free forming to fit the image? I can't seem to get the snapping to work.

Edited by eagledude4

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It's easier to make a plane in O2

Then add your texture to it. Then in front view show texture , click that button for dx .

Then put eight vertices on the corners of the sign. Hover mouse over corner and press insert key on number pad .

Then select four vertices at a time and press F6

When you have now 3 faces do what I say above , I think possibly your model has some problem with normals .

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I'm working on an imported model, so I need to fit the UV map to the faces.

Any reason why I'm getting a skewed result?

mapproblem2.png

When hitting tab in the UV editor, the faces show skewed, but aren't in the 3d editor. Modifying the point's position does not change the result.

http://i109.photobucket.com/albums/n60/eagledude4/UVMap.png (119 kB)

Edited by eagledude4

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Planar mapping the UVs in O2 takes whatever you see in the active viewport. You have perspective distortion on your UV map because you're taking a planar map from a perspective viewport. You'll need to take the planar map from an orthographic viewport if this is undesirable.

If your tga isn't converting automatically when you fire up buldozer, there is something wrong with your tools or your tga.

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click front view

click all them three panels

press E

texture box pops up

click on folder to right of the colour pallette in top entry box ( second is for materials)

point to your texture

apply

now click the UV tab in the tool box in o2 ( still in front view)

in filter option in UV select Main texture

select your sign texture

now press Tab button

this now shows your 3 faces

make them fit your texture.

See the bold bit like max says , you are in wrong perspective and thus the uv mapping is skewed.

for texture see

oh and rename texture to stop_ca.Tga for bulldozer to auto convert

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I tried in in the front viewport (I'm pretty sure I did the first time) and the selection isn't skewed in the UV mapping window, but it's still skewed in the viewport. I don't need oxygen to autoconvert my textures because I already converted them with texview. I'm also finding it strange that my left viewport is showing the right side of my object.

Could someone review my object and tell me exactly what's wrong?

http://www.mediafire.com/?1nf6g8cit8116i7

Edited by eagledude4

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Changing the dimensions fixed the issue, thanks. Also, how did you make the template?

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IMHO you should rethink your workflow. First, finish the model. Then, create a proper UV map. From there, you can export a .wmf file as texture template (the UV map will contain outlines of your model). Once your texture is finished, save it to .tga (with proper dimensions O2 will be able to convert automatically), in O2 select your whole model, press "E" and apply the texture.

In short: don't create models according to a texture, create textures according to a model.

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This is my first attempt at uvmapping, so I appologise for my sloppy work :P

No need to be sorry, we all started small. ;)

UV mapping is a PITA, just today i messed literally hours with UV mapping a rather large building. Ended up with 12 textures in size of 4096x4096.

Take your time, explore how the UV Editor works as it is the most important tool when it comes to creating proper textures.

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