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Blender 2.8 UV Map issues?


PrincessTali
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So I am new to Blender. Just been trying out a few different things from tutorials and such. I've dabbled with Mesh Lab & Skethup 8 a lil too. My problem is I am creating mesh items and uv maps then when I upload the mesh in sl and added the textures to local to test them they don't seem to match up. I tried moving the texture Horizontal & Verticle around and it isn't helping I see one base color in the default Mapping ...tried changing the sl Mapping setting to Planar and I can at least SEE the map I created, but it still isn't fitting and repeats per meter is disabled. I tried texturing a flat plane texture myself using a color grid I created in Paint.net, but that too is not helping. Is there a specific way to do UVs for sl? If so anyone know of a tutorial that is sl based?

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Hi :)

10 hours ago, PrincessTali said:

..................... My problem is I am creating mesh items and uv maps then when I upload the mesh in sl and added the textures to local to test them they don't seem to match up. ............. Is there a specific way to do UVs for sl? ............

Could be you have more than 1 UVmap for the object you are exporting.

Most Blender mesh primitives, plane, cube, monkey etc are already UVmapped when you add them to your scene. So I would suggest you do a little test to confirm everything is working correctly.

  • Open Blender.
  • Add the default cube.
  • Export the cube. Collada (default) (.dae).   From the Export Collada  > Operator Presets choose the SL+OpenSIM option. This will put a check mark in all the correct options for you. (including the one option for Only Selected UV Map)
  • Import into SL and texture it with your grid texture.   (BTW Blender comes with 2 Grid textures already installed. Also yo can find many already made if you ask Google.)

1412211031_DefaultCube.thumb.png.ab50a808250465c0452bffb6d3dbadb7.png

 

1680900255_Exportpresets.thumb.png.1ade3eb155afc64833bda9fff4c795be.png

 

When you have confirmed that the grid texture is applied correctly to your imported cube go back to one of your Objects and check to see if it has more than one UVmap in the Object data list. Imported objects into SL can only have one UVmap.

There is no special way to UVmap objects for SL so any tutorial you find on Youtube should be OK.

You should expect to see the exact same texture mapping in SL as you see in Blender.

If you are still having problems then you can Upload your .blend file to  http://pasteall.org/blend/ 

Then I or someone else can check out your file for you.

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On 10/5/2019 at 6:07 AM, Aquila Kytori said:

Hi :)

Could be you have more than 1 UVmap for the object you are exporting.

Most Blender mesh primitives, plane, cube, monkey etc are already UVmapped when you add them to your scene. So I would suggest you do a little test to confirm everything is working correctly.

  • Open Blender.
  • Add the default cube.
  • Export the cube. Collada (default) (.dae).   From the Export Collada  > Operator Presets choose the SL+OpenSIM option. This will put a check mark in all the correct options for you. (including the one option for Only Selected UV Map)
  • Import into SL and texture it with your grid texture.   (BTW Blender comes with 2 Grid textures already installed. Also yo can find many already made if you ask Google.)

1412211031_DefaultCube.thumb.png.ab50a808250465c0452bffb6d3dbadb7.png

 

1680900255_Exportpresets.thumb.png.1ade3eb155afc64833bda9fff4c795be.png

 

When you have confirmed that the grid texture is applied correctly to your imported cube go back to one of your Objects and check to see if it has more than one UVmap in the Object data list. Imported objects into SL can only have one UVmap.

There is no special way to UVmap objects for SL so any tutorial you find on Youtube should be OK.

You should expect to see the exact same texture mapping in SL as you see in Blender.

If you are still having problems then you can Upload your .blend file to  http://pasteall.org/blend/ 

Then I or someone else can check out your file for you.

So I should have mentioned that it is sculpted mesh so its not a basic primitive that its drawing the uv mapping from. Is there a different way for sculpted mesh or is it the same? I've tried several sculpted meshes and the UV maps don't match up on any of them. I'm wondering if somehow I am missing a step  in the unwrapping process...

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Hmmm

Do you mean Sculpties  http://wiki.secondlife.com/wiki/Sculpted_prim or a mesh that you have used the sculpt tool on in Blender?

If it is the latter then you still need to create some kind of UV map for it either adding your own seams and then UV unwrapping or use one of the automatic UV unwrapping options in the UV Mapping menu. For example the Smart UV Project.

After you have unwrapped then you need to create your texture.

If you are baking a texture on the UV map then either of the above methods is fine but if you are going to paint onto your 3D model and or in the 2D UV map using the UV islands for guides then you will find the process infinitely easier if you have added the seams by hand, UV unwrapped and edited the UV islands so you understand which UV island corresponds to which part of the model.

Whether it is simple prims or more organic shapes the process is the same.

But if this is your first UV unwrapping and texturing then I urge you to start with something simple like a cube just so you understand the process of mapping pixels in 2D space to geometry in 3D.

You will learn a lot by simple creating a cube from scratch in Blender. Marking your seams by hand. and then use different methods to create a texture for the different faces of that cube.

You need to learn the basics before tackling a more complicated sculpted model.

 

If it is Scuplties  then I think we should page @ChinRey.  She is one of the few resident sculpty specialists .

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Most of them are using the sculpted option in blender. I did try a basic prim just as a test doing the spin on it to see if I could uv a simpler map. I understand the basic concept of the unwrapping...and I have decimated the sculpted mesh to the least vertices/faces I could without losing too much of the shape. I understand how a square uv fits on to the square. I have created my own maps in the past using a very looooong color grid process on other sculpted things, but was trying to uv so it wasn't so time consuming to put the texture to them. I am going to try starting over and just do a square as you suggested and go from there. i don't mind spending a few lindens in mesh uploads to finally get there 🙂 I'm open to learning. Even if it takes me a long time. 🙂 I appreciate any help I can get. I am still learning the lingo...Maybe sculpties is the word?

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28 minutes ago, PrincessTali said:

i don't mind spending a few lindens in mesh uploads to finally get there

Mentioning this in case you don't know already,

There is a SL Beta grid which is like a tiny parallel world to the usual SL. There you will find a handful of sandboxes where you can upload mesh and textures etc for free.

The L$ balance you see in the header of your viewer while logged into the beta grid is only for use there. They are not real L$'s.

You will still be "charged " for your uploads but the L$'s will only be deducted from the L$ Beta balance. When you log back to the main grid you will find your real L$ balance has not been effected.

To enable the option access to the beta grid you need to check the box in preferences :

1585250107_Betagridpreferences.thumb.png.a2eb6e73ac5e6bf23722f1a1cf7a777c.png

 

Then choose the Beta grid at login :

1716850701_Betagrid.thumb.png.eaa9bf8f890daca45a72e4e3a986aaf0.png

 

http://wiki.secondlife.com/wiki/Preview_Grid

Edited by Aquila Kytori
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6 hours ago, PrincessTali said:

Most of them are using the sculpted option in blender.

There's nothing about the sculpting tool that can affect the UV mapping the way you describe. The sculpting tool is just a tool for moving several vertiices at the same time. ANything you do there you can also do in Edit mode if you happen to ahve a month or two of time to spare.

But did you notice what Aquila said about having only one UV map? That's crucial and it's by far the most common reason why UV maps don't "stick" in SL. You can have up to eight faces but they all have to share the same UV map.

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