Yandros on 13/6/2017 at 10:59
I assume the Shift-Q requires the Material Utils plugin which Robin mentioned. However I know nothing of Blender, that's just what I got from reading his post.
PinkDot on 13/6/2017 at 11:14
Quote Posted by Cardia
PinkDot what is UVs?
UV coordinates - an information on how to wrap a flat texture around the 3D mesh. An essential element of a mesh object, if it is to have a texture applied.
I checked that umbrella .obj file here in Maya and it does not seem to have UVs indeed. You need to unwrap it yourself (create UV coordinates), ask somebody to do it or ditch it and look for a complete object instead.
Edit: Try opening UV editor in Blender and see if there is any UV info there, or is it empty:
(
https://docs.blender.org/manual/en/dev/editors/uv_image/introduction.html)
nemyax on 13/6/2017 at 11:35
UV coordinates are 2D coordinates of face corners. That's all there is to it.
Cardia on 13/6/2017 at 11:54
Thank you gentleman for the information, Daraan sorry being out of topic, do you have any new tree models? Because finding decent trees with few polys/faces is very hard.
R Soul on 13/6/2017 at 18:05
Quote Posted by Cardia
Robin thanks for the video tutorial, when i press shift+Q nothing happens.
You need to enable the "Material Utils Specials" plugin.
File > User Preferences. Select Addons from the row along the top. Use the search field to find the above plugin. After enabling it, click on Save User Settings.
Cardia on 14/6/2017 at 08:11
Thank you Robin, the combination of shift+Q works now, but now i can´t unwrap correctly the texture in the umbrella, i followed this video tutorial which seems to explain how to extend a texture in a face:
(
https://www.youtube.com/watch?v=6gRUUeFteQg&t=159s)
I guess that's what i need to do learn in order to have a decent texture resolution in the model.
Cardia on 14/6/2017 at 08:20
here i selected "smart uv project", but now the resolution texture appears too much amplified:
Inline Image:
https://i.imgur.com/8vEgZop.jpg
R Soul on 14/6/2017 at 17:54
For something relatively flat you can switch to Top view (numpad 7) and press U > Project from view. Zooming in or out will affect how repetitive the texture is. In the UV window you can select faces, vertices etc. A lot of the controls are similar to editing the object's physical shape. E.g. A toggles select all/none, S scales the selection. S + X scales horizontally, S + Y is vertical.
PinkDot on 14/6/2017 at 22:04
@Cardia - your texture needs to be tilable. Otherwise you can't scale it freely. Alternatively, you don't have to make it tileable (which means, that UVs will fit into 0-1 range), but then it has to be higher resolution to fit enough details. This approach is artistically better, as it allows for adding some baked ambient occlusion etc... but poorer from the performance point of view.
Also - try to maintain correct UVs' proportions. On your screengrab your UVs are vertically stretched, which means the texture will be stretched too.
Cardia on 15/6/2017 at 07:10
Thank you Robin and PinkDot, i scroll down and up in the uv image but but nothing happens, but when changing the tiles number it affects the repetition of the texture only to a certain limit. What i´m i missing?