UV question

I am learning UV texturing, have few questions, hope that I could find answers here.

I have a four faces grid, did a plane projection, opened a UV texture window, move around the vertices, noticed that they are not collapesed.
Is there a pixel snap or vertex snap? How could you do an pixel level accurated UV operation?

How do you weld the vertices in the UV window? Do you “sew” them in the UV editor?

Thanks.

The only place there is a ‘plane’ projection is in the material buttons (F5). This is unrelated to UVmapping. The projections available to UVmapping are revealed when the object is in face select mode (Fkey) and you press the Ukey. There’s no ‘plane’ in that menu.

I don’t get what you mean by vertices being collapsed : could you clarify ?

No snaps in UV window.

I just can’t imagine a circumstance where it would make any sense to weld UVcoordinates : there must be one set for each existing vertice of course, at the very least, if it is to be mapped with anything : there may be many if many faces adjoin to that vertice.

If I misunderstood something forgive me and give more precisions please.

Maybe you’d like the UVmapping tutorial that I began here:

http://membres.lycos.fr/bobois/Tuts/uvmapping/uvmapping01.html

AArrghh wrote a long winded post of my unwrapping technique and it got lost - serves my right for witing long winded posts.

check out this thread http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=374

for some more info

Thanks for the link, I’ve been looking for good UV tutorials.
That link will keep me busy for a while. Thanks a lot, it’s a really good one.
(A very first look.)

Let me explain a bit more about what’s in my head about UV mapping.

What I am looking for is some UV controls in the UV editor( UV texture window.) for example, you have a pretty hi-resolution rock textures you need to apply to a mesh, and later, you want to bring the mesh into the game, (may be), however the game engine only handles small textures, so you break that rock textures into 2 pieces in photoshop, and bring them into Blender, apply to face group 1 and face group 2,

now you have 2 sets of faces with 2 rock textures. You need do something to make it looks like a one rock texture. So you need to “sew” them.

in order to do a perfect pixel alignment within UV window, you do need pixel snap, or merge the edges of these 2 groups. Since I don’t know how you guys handle this in Blender, so I call vertices welding.

Hope this clears the confusion.

The only place there is a ‘plane’ projection is in the material buttons (F5). This is unrelated to UVmapping. The projections available to UVmapping are revealed when the object is in face select mode (Fkey) and you press the Ukey. There’s no ‘plane’ in that menu.

I don’t get what you mean by vertices being collapsed : could you clarify ?

No snaps in UV window.

I just can’t imagine a circumstance where it would make any sense to weld UVcoordinates : there must be one set for each existing vertice of course, at the very least, if it is to be mapped with anything : there may be many if many faces adjoin to that vertice.

If I misunderstood something forgive me and give more precisions please.

Maybe you’d like the UVmapping tutorial that I began here:

http://membres.lycos.fr/bobois/Tuts/uvmapping/uvmapping01.html[/quote]

Now I get it Xiang,

and, wow, that a tough one for me!

May I try to avoid the problem first : if you can get a perfectly tileable rock texture you may be happy with scaling the object faces much bigger than the image and this will repeat the texture automatically.

Otherwise, to line up the UVcoordinates is a big tricky. For a start, I see no mean to display two images at the same time, let alone side by side, in the image window. If there’s on I’d like to learn about it. That the big block. I could deal with the rest if it …

Let me sleep on it.