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| | #1 (permalink) |
| Vertex ![]() Join Date: Aug 2006
Posts: 4
| UV Mapping
I take a cube and scale it along one axis and want to adjust the UV maps. How can this be done? If I convert it in the VM it changes the cube back to it's original shape (in the VM) which doesn't allow me to see the UV properly. |
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| | #2 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Jun 2006
Posts: 134
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I think you have it the wrong way around - The Vertex modelling room works with the original shape. So if you distort a perfect vertex cube in the assembly room, that only applies to room 1. As far as room 2 is concerned, it is still a perfect cube (all you have done is distort the cube's dimensions in the viewing space). On the mapping, Carrara fits all its UV maps to a square artboard, regardless of the original figure's shape/proportions. You have a choice: either work out the artwork distortion per side to fit carrara's square template, or if you know what the model's side face proportions are, draw your bitmaps to the correct proportions for each face, create shading domains to match each face, and they will fit. You can adjust the points in the vertex UV editor, but as far as I know it can only be done by eye - and it's really fiddly. I'm looking for a good UV editor as well - if you find one, let me know! |
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| | #3 (permalink) |
| Vertex ![]() Join Date: Aug 2006
Posts: 4
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Thanks for the input. I understand now that transformations like scale and rotate don't reflect a true change to the object, but simply put modifications to the way it's displayed. The best way to make a 3d rectangle cubeis to create the polygon and extrude it so that it allows you to see the shape as it truly is for uv mapping.
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| | #4 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Jun 2006
Posts: 134
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well that works for me, anyway. If I do a cube shape, I make it to the dimension it's going to finish as from the start. Then I know already that any bitmap texture applied to any face will be exactly right and distortion-free.
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