eagledude4 3 Posted September 17, 2012 (edited) 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 September 17, 2012 by eagledude4 Share this post Link to post Share on other sites
PuFu 4600 Posted September 17, 2012 (edited) can you show the uv? Edited September 17, 2012 by PuFu fucking iphone Share this post Link to post Share on other sites
eagledude4 3 Posted September 17, 2012 http://www.mediafire.com/?kge492ox9a56wn4 There. Share this post Link to post Share on other sites
Sealife 22 Posted September 17, 2012 (edited) 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 September 17, 2012 by Thromp Share this post Link to post Share on other sites
eagledude4 3 Posted September 17, 2012 (edited) 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 September 17, 2012 by eagledude4 Share this post Link to post Share on other sites
Sealife 22 Posted September 17, 2012 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 . Share this post Link to post Share on other sites
eagledude4 3 Posted September 17, 2012 (edited) 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? 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 September 19, 2012 by eagledude4 Share this post Link to post Share on other sites
max power 21 Posted September 18, 2012 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. Share this post Link to post Share on other sites
Sealife 22 Posted September 18, 2012 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 Share this post Link to post Share on other sites
eagledude4 3 Posted September 19, 2012 (edited) 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 September 19, 2012 by eagledude4 Share this post Link to post Share on other sites
[frl]myke 14 Posted September 19, 2012 No proper UV mapping. Look at this: https://dl.dropbox.com/u/9367994/bc_streetsigns.zip :EDITH: Big nono: textures must have format ^2. So width x height has to be in these sizes: 2,4,8,16,32,64,128,256,512,1024,2048. Of course you have problems with your textures showing/converting properly. Share this post Link to post Share on other sites
eagledude4 3 Posted September 19, 2012 Changing the dimensions fixed the issue, thanks. Also, how did you make the template? Share this post Link to post Share on other sites
[frl]myke 14 Posted September 19, 2012 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. Share this post Link to post Share on other sites
eagledude4 3 Posted September 19, 2012 This is my first attempt at uvmapping, so I appologise for my sloppy work :P Share this post Link to post Share on other sites
[frl]myke 14 Posted September 19, 2012 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. Share this post Link to post Share on other sites