Hi Garry, Ok I can see you're totally lost. Hard to think about where to start... First of all you must have a very clear mind about what the UV editor is about. What a UV layout means, what you have to keep in mind, what you need to avoid.
In the UV editor you see your entire texture. The UV polygons are on top of the image. Keep in mind that the UV's are a different set of polygons. They have their own life more or less independent from the faces of your object. Each UV polygon corresponds to the actual face on your object. But it can have its own size. You could also think of UV polygons like how a tailor creates a coat. He put these paper masks on top of the cloth, cuts the cloth and sews it together to create a 3D object. So you will not see a 3D or shaded object in the UV editor. In that editor you can only see which polygon will cover which area of the texture. This also means that you can put UV polygons on top of each other. This will cause that several polygons of your object will use the same part of the texture. When you look at my UV editor picture you can see that the UV polygon that belongs to the top face of the object covers a much larger area of the texture, which means that this face will get much more detail. Something quite important to keep in mind. When you use the grid in the UV editor it uses the same units like the other views. So it says centimeters, inches whatever. But that's something to ignore completely. A texture always runs from 0 to 1. Just like in the VSL editor. So the texture size is always 1 x 1 meter on the grid. That's why the rest around the image is black. When you make a UV polygon 1 x 2 meter the corresponding face on the object will get the image twice (if you have set the image to repeat). So how to get such a layout? You always need to start with a standard mapping object to have a start for a good projection. Next you multi select the object and the mapping and hit the Map2Obj tool. Set option "faces" and select the right material, next hit OK. On the spec tab of your object you can see the face material that has been attached. The original material mapping object can be deleted. When you open the UV editor you must be sure that your object is in face edit mode. First right click and select the material you want to edit from the popup menu. When you select a face on your object you can see it highlight in the uv editor too. Now you can resize, rotate or drag your UV-polygon around. Or when you choose point edit you can edit the points. To get a good start projection I create several mappings for each side of the object. Then I select the face and the mapping object and use the option "Selected faces" instead of "Faces" in the Map2Obj tool. In the case of this simple cube I would need three parallel mapping objects. One for the front and back, one for the sides and one for the top. But when you want to do serious unwrapping of more complex objects like a human head, you'll need more advanced tools outside Realsoft. Tools that support automatic unfolding of your mesh. Tools that only need a line across your object to serve as a seam. The rest will be done almost automatically. I hope this helps a bit. Unwrapping objects will take some study to get familiar with. Arjo. > -----Oorspronkelijk bericht----- > Van: [EMAIL PROTECTED] [mailto:owner- > [EMAIL PROTECTED] Namens studio > Verzonden: dinsdag 11 maart 2008 21:17 > Aan: [email protected] > Onderwerp: Re: Can We Use OpenGL in the UV Editor ? > > > Before I continue I would like to know if this sort of thing is what > you're > > looking for. > > Arjo. > > I forgot to mention I can add a texture via the SDS's Col Tab , > but when I drag and drop a shader onto the mesh in UV Editor , > the object get's shaded , but the UV mesh does not . > > garry
