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Carrara F.A.Q (Last Updated: 2025 Jan 26 7:30 pm)

 

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Subject: UV editor/Mapping


thomllama ( ) posted Sun, 29 February 2004 at 7:03 PM · edited Mon, 03 February 2025 at 9:39 PM

file_100585.jpg

OK I have been trying to figure out this whole UV mapping and the Editer built into Carrara. Problem is I just can't get it to work right. Go in.. export,.... paint... reimport.. and it's just all over.. have tried moving up,down alaround and nothing.... what am I missing?






Hexagon, Carrara, Sculptris, and recently Sketchup. 



mmoir ( ) posted Sun, 29 February 2004 at 8:06 PM

Did you save your carrara file after you mapped your vm object and exported your texture map for painting. Then reopen carrara file version saved after it was uv mapped ,import painted texture map to vm object in texture room. Mike


thomllama ( ) posted Sun, 29 February 2004 at 9:28 PM

Ok.. let me get this straight.. 1. Export UV map/texture 2. save the whole carrara file 3. paint UVmap (photoshop what ever) 4. reopen carrara file 5. Import UVmap file as texture map think so but hell if I know... kinda confusing. I just kinda gave up on it when I posted here a few hours ago and went to just trying to use shader domains.. I have FINALLY figured that out... thank god for carrara Studiuo handbook.. everthing in the manual just has a paragraph then says "go to section blah...." which just has another paragraph...on and on... and then there is the "Mapping Components" on page 306... which when done with it's 2 whole paragraphs says.... and I quote "for more information please refer to "Mapping Components" on page 306"... ECK!!!!!!!! that's what I just read!! LOLOLOL






Hexagon, Carrara, Sculptris, and recently Sketchup. 



nomuse ( ) posted Sun, 29 February 2004 at 11:45 PM

I've seen that in a couple places in the manual. Pretty good for a laugh (but not so much help). You've described pretty much the UVmap proceedure. The mesh itself is changed (the vertices are re-ordered) by the mapping. However....if you have an image you want to map onto an object you can also asign that texture FIRST. Then go into the UV mapper and pull the vertices around until the image is properly placed on the model. When you hit that "OK" in the UV mapper it should make those changes in the model, allowing you to render that texture as you saw it in the mapper.


thomllama ( ) posted Mon, 01 March 2004 at 5:41 AM

hmmm that might be easier for me...






Hexagon, Carrara, Sculptris, and recently Sketchup. 



thomllama ( ) posted Mon, 01 March 2004 at 9:19 PM

file_100586.jpg

ok... starting to get the idea of it all.... Work in Progress... thanks guys






Hexagon, Carrara, Sculptris, and recently Sketchup. 



falconperigot ( ) posted Tue, 02 March 2004 at 4:52 AM

Cool llama!


Hoofdcommissaris ( ) posted Fri, 05 March 2004 at 2:31 AM

I like the Morpheus sunglasses! Concerning the shader I try to see (I bumped my head on my screen), shouldn't that be set on 'parametric mapping' to take the UV-information in account? Or is the standard multichannel shader always linked to that? Which is actually a question I now have, not a rethorical point. Does anyone know?


nomuse ( ) posted Fri, 05 March 2004 at 3:51 AM

You got it right. A multi-channel shader is just a fancy way of saying there's seperate controls for color, reflection, etc. The top level should be set to parametric mapping, all right. I usually encounter these things as part of a layers list shader; so from top down, is layers list: parametric: multi-channel:texture map.


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