Author Topic: ADDING TEXTURE TO AN OBJECT  (Read 10410 times)

BECHMAN

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ADDING TEXTURE TO AN OBJECT
« on: March 06, 2008, 03:35:56 AM »
  I would like to say this product is amazing. I have been strugling to find the right 3D software but here i am. Quickly my question is how do i add the texture onto the object, like the way it was done on the brown animated dog?
 

RMS

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Re: ADDING TEXTURE TO AN OBJECT
« Reply #1 on: March 06, 2008, 10:59:39 PM »
Well, first, you have to install version 002 from the "Older Versions" page, because texturing is broken in the new betas.

The, you can create a texture patch by drawing a straight line on the surface, and picking the icon that looks like a red square with a plus-sign on it.

To load an image, click on the file folder on the right-hand side of the window and pick the file. You can change the texture of patch by selecting the patch, then picking the image in the list on the right.

(I'm pretty sure the image sizes need to be powers of 2 - ie 256x256, 512x512,etc - this is fixed in newer versions, but of course texturing is disabled...)

mariobyb

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Re: ADDING TEXTURE TO AN OBJECT
« Reply #2 on: April 07, 2008, 04:21:12 PM »
Congrats on this amazing modeller :)

Regarding texturing,... does the modeller generate UV coords, and do they get exported along with the model?

RMS

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Re: ADDING TEXTURE TO AN OBJECT
« Reply #3 on: April 08, 2008, 10:12:18 PM »
Unfortunately there is not an easy way to generate and export UV coordinates for a model. It is possible to export the uv's and sub-mesh of each individual patch (File->Export Texture->Export Patch). But, I don't think having a bunch of individual patch meshes would be useful for most people, so I haven't automated export of all of them.

In theory I could composite down into a single UV map (actually I implemented this to do decal-texture copy-and-paste, but it is kind of useless, and very slow, so it is currently disabled). But doing so would require UV coords for the whole mesh, which I cannot automatically generate.

I am working on a research project which should make it possible to generate proper UV coords for the whole mesh, but it will be a while before any of that work trickles down into ShapeShop.

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