uv mapping on triangles with blender 2.27

Hello,

Suppose I make a simple circle and triangulate it. Then, I’ll have a bunch of faces with normals and things. All looks good. Then, I try to UV map a texture onto a single triangle in the triangulation. I set up the uv mapping window, get a texture, and map the uv coordinates to the triangle. Trouble is, when not in edit mode, I get a clear face for the triangle! It seems that I am only able to map quadrilaterals(which if I do the same steps with a 4 sided plane, everything works fine). Is this true?

I’ve searched the knowledge base, and this site, but I can’t seem to find a good answer. Everywhere I look(read: tutorials) either assumes you are always doing quads, or never even acknowledges that sometimes you need to uv map over some triangles.

Any help would be appreciated.

Thank you.

Peter Keller

did you forgot to set the 3D view to “potatoe” mode ? (not wire, not soldid, not shaded but potatoe) it is like “texture mode” for UV mapped textures…

go try it :slight_smile: !!

also, faces are one-sided unless told otherwise in potatoe mode. The back side is invisible. Set your normals to determine which side the face is visible from. Press the twoside button with all of the faces selected, then the copy drawmode button to make all of th faces visible from both sides

Hello,

also, faces are one-sided unless told otherwise in potatoe mode. The back side is invisible. Set your normals to determine which side the face is visible from. Press the twoside button with all of the faces selected, then the copy drawmode button to make all of the faces visible from both sides

Ok, I followed some of your advice and made sure I was in potato mode, with the normals facing the right direction. Now, I get pure black in non-editted face mode when looking at the “out” side of the normals(and still no texture), and clear when looking at the “in” side of the normals. Ok, I check the double side stuff. Hold on, they are all already doublesided! I clicked the doubleside button and the copymode button anyway just to see if it had an effect, but nothing.

So now, I’m left with a triangle that looks like it should work, except it is black when it should be white, and no texture shows up on it. Remember, I’m doing a three sided polygon, not a quad.

I appreciate the help!

Peter Keller

Hello,

I’m replying to myself because I’m including more information.

To see an example of an object that has this problem, look at this file:

The broken file.

Thanks for your help!

Peter Keller

uhm… it seems to work ok here (using your blend file).

First, I splitted the viewport in two (right click on the horizontal border) and changed one of them to the Image window.
Second, with mouse over the 3D window, press F to enter face mode.
Third, change the image in the Image window to Junk.jpg
automaticly, the changes gets applied in the 3D window and the texture is displayed on the faces.

So, where is the problem?

Martin

Hello,

uhm… it seems to work ok here (using your blend file).

Well, you know what, what you wrote does work…

Given my last few hours of attempts(which have worked), it seems that the problem I’m having is Pilot Error(with a little help from the blender user interface :)). I’m still learning blender and sometimes I fall into non-intuitive mode changes that I don’t know how to rectify.

Basically, whenever a set of polygons gets into this black state, it appears that I just have to leave face mode and go back to it again. Once back in it, the black faces all disappear and I’m left with what I expect–a bunch of white faces that I can skin with textures.

However, if you load the file and then hit tab, it goes from solid rendering to black face, to solid rendering again. What state is the object in when it is in black mode?

Also, how do I exit UV mode? Just making the window go away with a join doesn’t do it.

Thank you folks so much for answering my confused questions. I’m not a professional modeler by any stretch of the term, but I have formal training in the fine arts, and my professional life involves writing/debugging distributed systems under UNIX. I needed some 3D models for a game I’m writing and I was pointed to Blender by friends in the know. I must say, except for a few segfaults and some interface learning issues, it is a really, really fine product.

I have acces to purify under Solaris, so maybe if I can make it compile there and report any memory problems to the developers they can be fixed.

Thanks for your help. I’m sure I’ll be posting more eventually, but probably in the blender API forums cause I need to save the skinned objects in a nicer format for loading into my games.

Peter Keller

You exit face selection mode the same way you entered it (Fkey). However, if you are in face select mode, hit Tab to go in Edit mode and then hit Tab agan to exit edit mode, you are NOT back to object edit, you are still in Face Select mode.

just making sure you know that.

Martin