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Re: Roman Building [Re: FBL] #236804
11/16/08 18:09
11/16/08 18:09
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline
Member
JakeL  Offline
Member
J

Joined: Aug 2005
Posts: 119
Madison, WI
Quote:
A cylinder? Probably yes.

A whole house? I don't think so.


A cylinder was just an easy example. To each his own I guess.

If the house only had walls and no detail geometry, I'll give you it "might" be easier.

But, consider this, even when texturing a simple plane that is at an angle in WED, the texture will be distorted and one must use geometry to figure out how to fit a texture perfectly. Take a let's say 128 x 128 quant cube flattened into something close to a plane. Now apply a 128 pixel texture to the top face of plane. It should fit perfectly. Now, tilt the plane down 45 degrees. Now, the texture doesn't fit. It is stretched on the y-axis even though the face of the plane is the same size.

So, you have to scale the texture down on the y-axis to around .7. (Sorry don't have time to figure it out exactly, but you use the equation for a right triangle to determine proportion.)

Now, I can hear you argue, why not just use the "fit texture button". Well, problem is sometime you will want to use a rotated texture that isn't a square (maybe 128 x 512), or will not want to fit the texture exactly to only one block. This just makes texturing large scenes of blocks nearly unbearable.

Yes, UV mapping is difficult to learn, but it is the way to go. I say this not to argue but to save some people the trouble I went through endlessly tweaking textures in WED when I should have just been learning UV mapping.





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Re: Roman Building [Re: JakeL] #236806
11/16/08 18:11
11/16/08 18:11
Joined: Jan 2008
Posts: 1,580
Blade280891 Offline
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Blade280891  Offline
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Joined: Jan 2008
Posts: 1,580
To try and let you regain your thread i have made a thread in morbius for members to finish this argument about blocks and models.


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Re: Roman Building [Re: Cactus] #237773
11/22/08 08:03
11/22/08 08:03
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Is there a way to preserve the UV coordinates when exporting to med?
I tried a long time ago, and You get a model without textures, without UV's,
and blocks that use smooth shading, which makes them visible.

I cannot recommend exporting from wed to med, unless it has been improved in A7


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Re: Roman Building [Re: JakeL] #237783
11/22/08 10:01
11/22/08 10:01
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
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ShoreVietam  Offline
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Joined: Jul 2002
Posts: 2,002
Europe
Block textures often don't need to be set so perfectly. I mean.. who cares if it does not fit perfect around a 9 degree edge? It could be just build like this around the edge. And finally when it comes to a top-plane, too, you'd have to use a "wall" and "top" texture to fit both. If you have it, it is easy to texture with blocks, if not, nobody cares, too.
If you stick to a few rules with blocks you can get nice texturing in no time, and for the more complicated parts you can still use models.

Take a look at this example of a combination of blocks and models, the block texture fits without the need to change the settings of the faces (for none-90-degree-blocks, too).




Last edited by ShoreVietam; 11/22/08 10:10.

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Re: Roman Building [Re: Roel] #237813
11/22/08 15:45
11/22/08 15:45
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Originally Posted By: Roel
Is there a way to preserve the UV coordinates when exporting to med?
I tried a long time ago, and You get a model without textures, without UV's,
and blocks that use smooth shading, which makes them visible.

I cannot recommend exporting from wed to med, unless it has been improved in A7


This works meanwhile.

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