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UV Maps reversed
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Hello gang . . how the heck is everybody :p
Been doing LW lately, started a project and am having UV issues. Why are my UV's in Reverse? If you look at the attached image, my uv map window shows the image i am mapping, the top viewport shows the image in reverse, however the viewport left shows the image correctly, but its on the inside of the box . . . This to me would suggest the poly is reversed some how, but if I flip the ploy it still has the same result . . . am I missing something here? I just upgraded to 11.5 from 9.6.1 so this is new software for the most part . . . did I miss some tutorial somewhere or is there a switch I didn't hit . . . any ideas . . thanks gp |
Ok . . well I found this nifty "Flip UV" button, but that's bogus . . will I have to flip the entire model . . . this just sounds wrong !!
gp |
Or you could just flip the texture over, then it would be the right way up on your model.
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Even though its UV'd, LW still creates the UV's (planar that is) from the origin if I remember right. So on the front it will be correct but the back will be backwards. Easiest way that I've found is to select the UV islands that are backwards and use stretch to flip them. Set the active center to selection and stretch it to -100%. That fixes them.
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See what happens when you take a few years off of LW . . I did some of the stretching technique you mentioned to fit the model to the map, but I didn't flip the poly's to align the image, I think that may be a bit excessive, true it would work, but can you imagine flipping an entire model like that OMG . . . Here is a quickie render of this project, I got the maps sorted out, I think I need to resize some of them to fit. thanks for the help . . gp |
Hey Rigel how are ya?
That tutorial that you did is exactly how I fixed the problem, thanks anyway tho . . . The only issue was that if I had to do a massive model like DS9, whoul I have to flip all those poly . . :wtf: there must be an easier way . . . LOL . . . DS9 . . . . wait, I was just thinking about that . . Actually , I did finsh the modeling and the optimization of the mesh but only just started the texturing . . but . . I was think of just releasing the mesh on F3D and let someone else texture it . . what do you think of that idea? The truth is I will never finish the textures on that thing and if someone else can get a chance to play with the model I would prefer that . . What do you think? gp |
I "think" it only applies to planar maps. The other kinds are projected differently instead of just shooting it down the chosen axis.
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P.S. the "easier" way to do UV maps in Lightwave (from what I've heard from other people) is to not do it with the built in tools; go with a third party UV mapping program. |
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