Hi Garry,
Ok I can see you're totally lost.

 Trust me , I wish it was me . I wish I was lost . If I
was lost , all I would have to do is spend some time
learning .

 However , I have read the manual , I have seen the very
cool camtasia/flash tutorial on the forum , and this whole
UV Editor concept seems very lacking in RS .

 Anyway , thanks for the long mail . Much appreciated .

I realize now that you had taken a snapshot of , not of "UV Coords" mode , but of "Texture" mode , in the editor .

 The point I was trying to make was that the UV Coords in
the UV Editor should also be showing exactly what has been
applied to the object , face by face , in OpenGL . However,
I had been erroneously assuming that RS was doing a full
and accurate mesh "Unwrap" , when in fact it's not close .

 That's what I was getting at . Seem's bizzare to me that
it's not showing a fully unwrapped OpenGL shaded mesh ,
but oh well , whatever . Many , many things inside RS
seem totally bizzare to me .
 In fact , every step I take leaves me wondering if any-
one has ever actually used this program before . I am continually amazed at the quirks & almost complete lack
of fluidity , and the multi-step workarounds required .

 Even the most simple thing , since the beginning of 3D
is the ability to spin a 3D object about it's COG , but
in RS , we cannot even do that , unless it's right smack
friggin' dab in the middle of the view window .

 If someone tells me that I'm the very first person to
come along and notice that , then I'd have to say there
is something most certainly rotten in Denmark .


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.

 Too bad the RS server is down . The UV-Texturing flash video shows
a perfectly unwrapped mesh , and it is being colored in the UV Editor .
To me , this mesh should be showing a realtime preview , so that the
author wouldn't have to keep spinning the frog around and around
to see the results ... but that's just me , I guess .

 I've done all that you've said below , many times , but it
seems an impossible setup with even the simplest objects , let
alone a human head ... but maybe there are well known bugs and
maybe I'm missing steps .

  However , the point you make about using "selected faces" and
not "faces" is the key and the only way to work with UV mappings
in RS , even with a simple cube object .

thanks again

garry


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


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