![wings 3d hiding the autouv background image wings 3d hiding the autouv background image](https://derpicdn.net/img/2022/7/25/2914591/large.png)
I used this image as reference and that was the result:Īs I copied the glass from the reference picture I needed to make a small adjust in the UV map. Wings 3D là phn mm dng mô hình 3d vi các mu video hp thi trang và xu hng gii tr, kt hp âm nhc ph bin, hiu ng chuyn cnh tuyt p và hiu ng video phong phú la chn.
#Wings 3d hiding the autouv background image download
Next step I tried to paint the texture using Gimp. Download Wings 3D - Thit k và tái hin sinh ng mô hình 3D. Then I used Stitch to weld the pieces trying to maximize the continuous area and I got this three pices: Then I started move the edge loops toward to its correspondent in the main piece. I put the pieces as close as possible in their place - around the main one. I used the same operation to the other pieces and could get all of them in the proper size. I just selected it, changed to face mode and used the Project - Unfold and got it right. One (in the middle of texture image is overlapping itself. As you can see - after Unfolding the mesh - the pieces doesn't have the size proportional each other. Here is the UV Editor with the edges I marked for cut. * In order to not leave the forum do not click in the thumb, use open in another tab option of your browser This way I can get less distortion, but for some textures it can be inconvenient. Also, it's a good idea do not try to put every piece in its final location before you use Stitch - it will move them after welding.įor curved surfaces, something I use to do is mark for cut pieces (islands) trying to get the most flat stream as I can (its more as experiment, since I don't do that frequently). So it's important that both edges segments have the same length, otherwise your mesh will be deformed again. Hi Hank, I didn't mapping something like a car before, so the only way to try talk about this subject I doing one (just half) - reason of my delay to answer you. Texture is stretched and look ugly this way stitching may work but maybe when charts are more square-like. Now you can scale them all in the same time without I dont use stitching, it stretches texture on surface so better is to avoid that (but maybe I wrong), just look at result when two charts have been merged: Voila!, now charts are scaled properly (the same as seen on first screen). Now RMB opens a menu and choose 'SCALE' there, then 'NORMALIZE SIDES' at concrete process is explained in the next chapter. Move to the AutoUV mode every time you quit the Snap Image Mode. AutoUV A UVmap (Edge line image) is made by AutoUV. So if you have charts that define surfaces side by side, good thingy is to scale them all in the same time or later using Wings neat feature in UV window, Its easy:ģ- select all charts that define adjacent surfaces as seen below, better do it in body mode (also normalizing only works in body mode p) (I experience it with ver0.98.17g) Exchange Choose UVmap image in the outliner window, and export it. Like seen on screen below, texture is uneven on two adjacent surfaces If you texture this, you will get blurred and unequal image. 1- look at this sphere and its corresponding UV charts, I used simple projection mapping from AutoUV window:Ģ- I scaled one of charts to smaller size.