http://www.realsoft.info/modules.php?op=modload&name=News&file=article&sid=58

http://www.realsoft.info/modules.php?op=modload&name=News&file=article&sid=66

http://www.realsoft.info/modules.php?op=modload&name=News&file=article&sid=115

BTW: In my opinion "you" should think
about the difference between "connected"
and "separated" UV-faces, too. Very important
for SDS in "smoothed mode".

Maybe texturing objects is as hard as animating objects :-?

Have in mind that RS has UVW-Coordinates
(W is the UV-Coordinates Z-Axis, important
for using UVs with procedural textures  ;-)
not UVs only...
If that's not enough: You have the possibility
to combine different "layered" UVWs ;-)

One last link left: RS v4.5 ;-)
http://the-final.com/rs/Mapping_is_everything.zip
(Head has multi UV via channels)

My conclusion after working since some days
with RS Uvs. It's getting better and better.
Not perfect at all because of the different
smoothing but ok for me.

Matthias


----- Original Message ----- 
From: "studio" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, March 12, 2008 1:23 AM
Subject: Re: Can We Use OpenGL in the UV Editor ?


> > 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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