We are developing an online 3D Snowboard Customizer, where you can change the shape of your Board and choose between different base and topsheet designs. Which are directly applied on a 3D Model in your browser. The main structure is done so far. And now the software engineer is on the task for the design application.
I constructed all snowboard models in Rhinoceros CAD and I exported them as .obj files. Because we offer different shapes of noses and tails the snowboard model gets assembled online with three .obj parts: Nose - Core - Tail. (See Pictures: Main Red-Blue is the Front (Topsheet) and main green-yellow is the Back (Base), you see also the cut of the nose and tail and therefore the different .obj files)
Now that’s the task: The programmer told me, that he needs the texture coordinates (UV Mapping?!) of the .obj Snowboardmodels, so that he can apply the designs over the whole board.
I just managed to build the boards in CAD but I have no clue about texture mapping and also don’t know how to actually configure it that it works over all three different .Obj Parts. (Yes, I searched quite a while in the wild wild old Internet for clues, there are some advices and videos how to do stuff like that, BUT the Mac Version of Rhino has not the same functions as the windows on and is pretty poor in Texture / UV Mapping.
I thought in Blender this should be an easy task? I personally never used Blender, so that’s why I would need some help. I don’t know how much effort you need for this task, but since all the models are already modeled (in STEP, .OBJ or whatever you need) its really not a bid deal… i think?
Thank you guys
If you wanna see what kind of boards we design, build by hand and shred like crazy, go on FB for BBoard.