I modeled an electronic board, a buck converter. I hide all components, mark seems unwrap and I export my 2k uv board layout so in inkscape I can draw my texture map. There is a way to export a top view image of my board that show were components are? A render top view that must match my uv layout, it must have the exact same frame, resolution of my uv map so in inkscape I can use it as a visual reference, I know were exactly draw bands that run through, connecting that resistor to that chip and so on.
I hope I made you understand , sorry for my broken English, obviously I am not an English tongue.
Thank a lot!
I guess you do have already some material and now want to use this as a base for some more details ? One could bake this from a simple material to a new one and paint over the new one only.. or..well.. this need a bit of preparation:
You need to uv-unwrap those parts from the top view (project from view) but not with/ to Bounds.. because with Suzanne as example this will give you some stretching like so:
..but when adding some square plane giving some outer bounds nd project with bounds and then set those bounds/dimension for a orthogonal camera like so (you can delete this later):
then this will render a perfect top view… you might want to use a special top light for this or use a emmision shader or only use the diffuse pass for that.. otherwise you will have shadows..
Also: non square textures need some addjustment.. or you need to crop them..
Thanks, i am a rookie learning my way around, i did not get your answer, really sorry!
Here the uv i exported, 2048x2048, it is the main board uv island that i want import in inskape, draw the bends that connect components. To do that i need a visual reference were the components are exactly located. It is possible to do a render as shown on the right, top view of the boards and components, that match exactly the uv island exported image? The problem is, my board is at xyz equal zero, in a render i want match the exact resolution, i can set camera as y, x to zero but what about z? Uv island exported map is obviously a 2d image, no z so, there is a way to do it or a need software as adobe substance 3d painter or, i hope so, there is a more easier way? Thanks
To do not have any stretching you need to add a (square) plane to you model so that when unwrapping (project from view.. with bounds) you have the same “area” for the texture as for the bounding box of the geometry.
Then you can use the same “size” (dimension) to use another camera in orthographic mode to render exactly this area from above.
Or you might add the other object to the mainbord and simply use some all in one UV map..
In this first example there is some non square UV-map.. which leads to problem aligning this to some (orthographic ) top view; in th esecsond there is some helper square to correctly align the additional orthograpic camera with same dimesnions to render a top view.. also with some special light; and in the last example the “other objects” are joined to the mainboard object to get an "all inclusice UV map projected from top view (without the need of the extra camera and light..).
( The last solution might be better done on some copy and/or an additional UVmap because in this simple way i did this for demonstration this will alter the objects and UVs ).
And the blend file:
oki_UVmappingExamples.blend (133.9 KB)



