thgeisel opened this issue on Oct 12, 2001 ยท 10 posts
thgeisel posted Fri, 12 October 2001 at 11:59 AM
Im german,so its a bit difficult to explain the problem. I want to make a texture for an obj.I run the obj through uvmapper and get a template.I save the template with a size of 512x512. but after appplying textures and loading the texture in poser,the texture is stretched in some part, because the aspectratio(hope the word is right) is not 1:1 but must be 3:1 any help ,how to find the right aspectratio
Rebecca Lee posted Fri, 12 October 2001 at 12:15 PM
Attached Link: http://beckylee.net
Which uvmapper are you using? BeckyPhilC posted Fri, 12 October 2001 at 12:33 PM
Is it stretched over the whole model or just in places? Maybe areas where there are a curved surfaces like the crown of a head?
The UV map references points upon it as a percentage of its length and width. Aspect ratio is not taken into account.
thgeisel posted Fri, 12 October 2001 at 12:41 PM
Phil : thats nearly the problem,like with a crown,the middle seems to be some stretcht together in the uvmap and if i make some painting on it or lets say a sign, the sign is strecht in length after applying the texture
PhilC posted Fri, 12 October 2001 at 12:53 PM
You need to get the map flatter. Try different mapping.... for example cylindrical will work best on arms and legs. Also try going to Edit/Select by/Vertex. You can now select each point and position them manually on the map. In this way you can stretch out the edges.
steveshanks posted Fri, 12 October 2001 at 1:08 PM
if you change the ratio of the texture map for example if uvmapper says its 800 by 600 and you change it to 512 by 512 then save the map you must save the model too otherwise it thinks your still at the 4:3 ratio......Steve
thgeisel posted Fri, 12 October 2001 at 1:22 PM
Thanks for all your help,ill give it a try. And to rebecca: i have the newest version of uvmapper.dl it yesterday.
jamball77 posted Fri, 12 October 2001 at 1:41 PM
Also, if you have grouped your obj or applied material you can select just that group or material group then as PhilC says, apply a different mapping or apply the mapping along a different axis just for that one difficult body part. Thanks PhilC for pointing out that you can pull out each point individually. I'll have to try that. Just as a rule of thumb I try to make my maps so that each fascet has an equal area. This kind of depends on how the object was modeled, but if all of the facets are equal sized on the model, they will be equal sized on your UVmap. Its the unequalness that causes the stretching.
thgeisel posted Fri, 12 October 2001 at 2:56 PM
jamball: the last part of your reply gives some answers to the problems i have.
jamball77 posted Sat, 13 October 2001 at 12:37 AM
If they aren't equally sized on your map and you know they are on your 3d model it is because the facets (each is a 2d surface) are going either toward you or away from you in 3d space. That is the biggest facets will be the ones that are only aligned on the XY plane and have no tilt into the z. If you make your eyes look at the computer screen as a flat image and forget that your model is 3d, you will see when you rotate a 3d model that the facets look like they are smaller when they are rotating into the z axis (into and out of the screen). By the way, I wouldn't apologize for your English skills.