Hello.
I’m trying to apply a .jpg image as a texture to a plane element.
This .jpg image is created by me, and has the same proportions of the plane element in Blender. So they should fit…but they don’t.
Everytime I go to UV editing layout, and I try to unwrap, with any of the available options (unwrap, smart UV project, cube projection,…), the result in the left screen is a rectangle with different proportions, over the right image. So they don’t fit.
The only way to make the element and the image fit one each other is to move the 3D model until I know I’m looking perpendicular to the plane I’m trying to unwrap, and then use “project from view”. But this is a very slow and inaccurate method. There must be some easy and fast way to apply a texture to a plane or flat face from a perpendicular projection (perpendicular to the element, of course).
Thank you
Hi,
have u tried to use the “reset” option in the uv mapping or you could use the “import image as planes” addon which automatically creates a plane with the same dimensions as the image
Hello,
Thanks for your answer. I didn’t known anything about a “reset” option, or that addon. I’ll try them.
But, otherwise, my question is not only focused on texturing only a plane with an image of the same proportions. A lot of times, when I try to unwrap a mesh, I see that this mesh (or group of meshes) is deformed in the UV screen. That means that the real image appears deformed when rendering. For example, if I’m using a texture of square tiles, those squares appear deformed, as rectangles.
So, the main question is…how can I (easily) apply an image texture with its real proportions, even if the surface to texture is not aligned to any view?
A lot of times, when I try to unwrap a mesh, I see that this mesh (or group of meshes) is deformed in the UV screen. That means that the real image appears deformed when rendering. For example, if I’m using a texture of square tiles, those squares appear deformed, as rectangles.
Supply an example .blend file and texture that does this
elaborate a little
but if you need faces to be flat for the unwrap
you could use the paper script which does that !
happy bl
Hello.
I’m using Blender again after some months, and I’ve realized that I still have the same problem with mapping textures.
I’ll try to give a better explanation.
I work with plain surfaces (buildings, walls, floors,…). I use JPG images as textures. When I apply some texture to a face, I need this image to preserve proportions, and to be perpendicular to the normal of each face.
Most of the times, a need to apply the same material texture to a lot of faces, for example when I have many walls made of bricks, or different floors with the same stone tiles,… And all these walls can have different positions, not following X or Y axis.
So, there is any easy way to order Cycles to apply an image texture to many faces at the same time, even if this faces are not parallel?
Imagine I want to render a fence. This fence has different sections, with different lengths, that follow different directions. I mean, seen from above, this fence is not rectangular (you can imagine a distorted pentagon, for example).
I have a nice photo of some long pieces of wood in vertical position, and I want to use it as a texture for that fence.
I want this photo to maintain proportions in every section of the fence, even if one section is short and parallel to X axis and other section is very long and non parallel to X or Y axis. And of course, I want the texture oriented vertically in all sections.
There is any easy way to do that?
I know I can use UV Unwrap Projected From View, but it means I have to proceed face by face, changing the view with “control+7” for every face. But, there is a faster way? I thing this order should be easy to be understood by a computer: “apply this photo to every face without changing proportions”. It’s just like papering walls.
Even if all faces are orthogonal (rectangular shape seen from above), Cube Projection sometimes works and sometimes not. I have no control of how is that cube oriented. And sometimes the photo appears vertical and sometimes not.
Any idea? Please?
You may need to master your UV Unwrap skills a bit.
For example, I haven’t heard you talking about or mentioning ‘marking seams’ (which would totally solve your case), and any other ‘need to know’ technics for unwraping.
Try to read the manual, and look for some unwrapping tutorials, to understand how to use Unwrap, and create good UVmaps.
Hi Secrop,
You may need to master your UV Unwrap skills a bit.
Sure…More than “a bit”…ha, ha…
But I know how to mark seams (not an expert…but I know how to use it).
I was expecting for something faster, more automatic. I thought “papering walls” should be easy for a computer.
I’ve read something about “conformal”, but I can’t find it in Blender 2.77.
Perhaps the easy solution I’m waiting for doesn’t exists.
‘Conformal’>> In edit mode, select the faces to unwrap, press U and choose Unwrap. At the bottom of the Tool Shelf (or by pressing F6) right after the Unwrap, you have a method set to ‘Angle Based’, the other option is ‘Conformal’.
And yeah, I also want a 3D program that can just read my mind, so I don’t have to do all the work!
Thank you.
I’ve just tried Conformal mode but it’s not what I need…
I’m not asking Blender to read my mind. This software does a lot of automatic tasks. Computers do a lot of automatic tasks. That’s one of those things a computer is made for. Specially if that task is so simple to define.
There are different functions to unwrap because there are different ways to affix an image to a face. I’m just trying to know if there is some function that makes “papering walls” fast and easy. Perhaps it doesn’t exists because developers never thought about it, but I’m sure that it’s not impossible. Or perhaps other people used to model buildings can give me a solution.
Functions need inputs. If you fail to understand what those inputs mean to the function, the function will fail to give you the results you want.
That’s why I told you to read the manual (specially about ‘seams’ and not ‘conformal’).
It’s clear that you don’t know how to use the UV unwrap, and since you failed to post your file, as requested, the only help is: RTFM.
Here:
https://wiki.blender.org/index.php/Doc%3A2.6/Manual/Textures/Mapping/UV/Unwrapping