>>>Intermediate and Advanced UV mapping<<<

this doesn’t mean the vertex paint script is not useful. vertex paint is about 20 times faster than texture paint. as for obscurity of this feature i have always wondered why there is exactly zero documentation on it.
<edit> also with vertex colors you can make light maps. check out the image I left in the thread for it. you can’t do THat with texture paint for sure.

tnx for the lesson, very usefull and clear.

but this thing seem to be hard to me:
moving and editing vertex position in the picute window…
often choosing from window i obtain a (for example) x-scaled version of my objec, a kind of deformation, and i have to scale it back using only my eyes. i’m sure i do something wrong.

tnx once more

if you don’t want to scale the nodes in the UV window, don’t scale your view in the 3D window when you load the various sides. so make one 3D window for loading, and another for manipulating the rotation of your object, then always load with your mouse cursor in the window you made for the purpose of loading. then the scale will be uniform. having multiple 3D windows is great for animation purposes as well.

ok, great!
i’m going to try.
really usefull, tnx

I forgot to mention, you split the screen by right clicking on the intersection you want to divide. also, if you are clicking on the top intersection, you have to have moved your pointer from one of the lower windows upward, then click. it doesn’t work for some reason when you move it from the header down.

ok,ok, i’ ve done your tutorial and finally i can say that i’ ve understand how damn it works.
the hardest thing for me before your lesson was to understand how to select and place my faces in more than one time, but now it seem really esay.

first i choose all the face and i use from window, second i change point of wiev and i choose the face groups that are hard to be painted and i use from window more and more, comopsing my template.

one thing i want to underline is that the name of the exported tga template is the name of your selected object.

ok, thank you very much.
really.

I started ‘from window’ but you can start ‘to sphere’ or ‘to cylinder’ if you prefer.

Is there any way to copy the uvcoords from one mesh to another mesh? The reason I ask is because I have modeled a book with an armature made up of about 80 bones (so I could use Ik to flip the pages). It has about 75 different vertex groups. I exported out my mesh to .obj and used Steve Cox’s uvUnwrapper so that I could unwrap my mesh using the cube method for each material. It gave me a perfect and clean layout of my uvcoords. The problem however is when I import the .obj with the new coords back into Blender, I loose all of my vertex groups!
So here is my partial solution:
I save a copy of my mesh before I export it, and import the new mesh into this copied file. This is my file with no vertex groups but perfect uv mapping. From this file I append the (using object) the book from my original file and it brings in my vertex groups. Now I have both objects in the same file, and here is the part where I need help.

How do I copy the uv coords to the mesh with the vertex groups. Any help would be appreciated. Thanks,
-Brian

Fast answer is: use Python script. If your mesh has vertices with unique coordinates and faces didn’t change after load, it’s relativelly simple task.

Thanks for the post ashdid,
My script writing capabilities with Blender is close to nothing. I guess now would be a good time to learn.
I have a partial solution though; I joined the two meshes together and did a remove verticies. It almost worked. I lost every other UV mapped face.
While I figure out how to do this in Python if anyone has any creative solutions in Blender please let me know. Also, since I don’t want to re-invent the wheel, if anyone already has a script that will copy the uv coords from one mesh to another please let me know.
-Brian

BrianT, this thread has just what you need: a copy UVs script (scroll down to see the latest developments):
https://blenderartists.org/forum/viewtopic.php?t=14897&highlight=copy+uvs

Thanks arangel,
I wonder why I didn’t see that when I did my search? I will try this and if I have any problems with the script I will ressurect that thread and post new questions there.
-Brian

:smiley: Thanks guys for all the great info. I have learned a lot from this forum. I have just one question.

I need to understand the differences between using an image as a texture (the old way?) and using the uv editor (new way)?

I want to apply a color map and a bump map to my models, if i use the old way, i can only apply the image to the whole mesh. If i use the new way i can select the faces i want but how do i apply a second image as a bump map?

I like the control the uv editor give me but i don’t understand how to use multipule texture channels with it.

Thanks

Assign the texture to a new channel in the texture menu. Then in the material menu, select UV instead of ORCO for the mapping of the image texture and then turn the COL button off. Then turn on the NOR button and adjust the slider to suit the required level of bump you desire.

BgDM

Hi buffy,
You can select the faces you want by using material vertex groups.

  1. Select your mesh and go into edit mode.
  2. Press f9 to bring up the editing tools.
    You will see a section on the left that says Link and Materials.
    You will see Vertex Groups on the left and Material on the right.
  3. Notice which material is active for your mesh?
  4. Press New (under material)
  5. Switch from f9 to f5, to bring up the edit materials tools.
  6. Create a new material. Switch back to f9.
  7. Your new material should be listed.
  8. Select the proper verticies you want to use for this material.
  9. Press assign.

By doing this you can assign a material to different portions of your mesh. Pretend you had modeled an eye ball. You could assign a material to only the verticies of the iris to the material iris. You could then assign only the verticies of the pupil to the material pupil. And, as you know, you can apply an image as a texture to the material.
Have fun,
-Brian

:o OK here is my test work flow.

First test work flow.
Open blender, delete box, add plane, subdivide once.
You now have a plane with four squares.
Assign a material to plane, (use the old one left over from the box).
Push the UV button in the ‘Map Input’ menu.
Enter face select mode.
Select lower right corner.
Set texture type as ‘Image’.
Click ‘Load Image’ and select image file.
Render and you get the image in all 4 squares.

Second test work flow.
Open blender, delete box, add plane, subdivide once.
You now have a plane with four squares.
Assign a material to plane, (use the old one left over from the box).
Enter face select mode.
Select lower right corner.
Split screen in half, on right half change to UV Edit window.
Click Image->Open and select an image.
In the Materials panel click ‘Tex Faces’.
Render and you have just the one face with an image.

With the first work flow i can use the texture channels
but can’t select just the faces i want to texture.

With the second work flow, i don’t know how to use
another texture channel with the same face. I can
continue to select other faces and load an image for each.

What is the best pratice work flow for using several
channels on selected faces?

Is using multiple materials as BrianT suggested the correct method?

Thx!

I’m not sure i fully understand your question, but there are several options for loading and selecting faces. to select a face, right click on it. to select a group of faces, right click, and then shift right click to select another and so on. once you have selected the desired faces, you may load them into the UV window with several options, such as ‘to sphere’, ‘to cylinder’, or as I did, ‘from window’, meaning from your 3D perspective. once the coords are in the UV window, you can call up an image, and place them anywaher you want on that image, at any rotation, or whatever. treat the UV nodes much in the same way you would treat a mesh. s for scale, r for rotate. g for grab. tex face just tells blender to read the texture that is in the UV window as the material, and using this method, you can use multiple images from the UV window, with no texture channels, unless you wish to add some. the other way is the one I describe in the tut. If you select all your faces with the ‘a’ key in face select mode, they will by default load in the same position, which is every face in the full span of the UV window, until you press U and load them differently. this way of loading is also listed in the ‘U’ menu as 1/1.

This is an example of assigning a separate image to separate faces of a mesh.

1.Open Blender, delete box, add plane, subdivide once.
2.Switch to f5 and change the name of the material to material1.
3.Create 3 more materials named material2, 3, & 4, respectively.
Make them differnt colors so that you can visually see the difference.
Create a texture named image1 for material 1 with the 1st channel.
Pick a unique image that won’t be used for the other squares.
Create a texture named image2 for material 2 with the 1st channel.
Pick a unique image that won’t be used for the other squares.
Create a texture named image3 for material 3 with the 1st channel.
Pick a unique image that won’t be used for the other squares.
Create a texture named image4 for material 4 with the 1st channel.
Pick a unique image that won’t be used for the other squares.
4.Set material1 as active, switch to f9 and tab into edit mode.
5.Select the verticies for the top left square.
6.Under Link and Materials, Vertex Groups, Material1 should be active.
7.Press Assign under the material section of vertex groups.
8.Deselect the verticies.
9.Press new under the material section of vertex groups.
10.Switch to f5 and select material2. Switch back to f9.
11.Material2 should now be active.
12.Select the verticies for the top right square.
13.Press Assign under the material section of vertex groups.
14.Repeat steps 9 - 13 twice, using Material 3 and 4, respectively.
15.Render to see results.

If you want a copy of my .blend as an example, just ask.

-Brian

Can someone explain this "paint directly onto object " thingy. Does it meant you can paint the texture in say Gimp and and it will appear directly on the object ? How is it done ?

No i mean it’s just like vertex painting where you basically ‘spraypaint’ your mesh. First you have to unwrap your mesh, then, load a blank image onto it, or a textured one if you prefer, making sure there are no overlapping coords, then, if you want to paint on your object from the UV window, click on the texture paint icon in the UV window. If you want to ‘spraypaint’ your mesh, click on the texture paint icon in the 3D window. You change the colors either by right clicking on a part of your image or the mesh that is the desired color, or in the paint buttons same as you would vertex paint. keep in mind that painting on the mesh can be quite slow, so youy have to sit there with your ‘nozzle’ on the thing for awhile especially if you didn’t do a good unwrap.
<edit> by the way then you must save the new image. there is a ‘save image’ option in the UV menu.