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Problem when making textures

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163
Country
sweden
Hi,

I have noticed that sometimes when I make textures they won't have the correct shape, for example, a window might be much wider on the texture then it actually is on the model itself.

I use Rotation & Scale in Object mode, then in Edit mode I use Smart UV Project with default settings.

Does anyone know why this is happening?

Thanks!
 
Hi,

I wonder if Smart UV Project would give you the correct result. In fact, for 'simple' shapes, I always use Project from View. This is the least automatic manner, but gives the best result IMHO.

Let me know ;)

Daan
 
When using Smart UV Project for unwrapping buildings I set Angle Limit to 70, Island Margin to 0.01 or 0.02, Area Weight to 1.00 with 'Correct Aspect' and 'Stretch To UV Bounds' both checked. I find this unwraps everything proportionally pretty much every time. Of course I then use the UV Editor to scale, rotate, move things around to make best use of the available space on the texture sheet.

BTW Oskar did you mean you scale the geometry in object mode? If I need to scale anything I do it in Edit mode that way it keeps the actual object scale at 1.00 in the scene.

Drew
 
Just as another possibility, I find that Blender is bad at unwrapping faces that aren't quads or less preferred tris. To convert a mesh to tris select "Triangulate Faces" from the faces menu (ctrl + f). You can use the same menu to convert as many of the tris to quads as possible. Most of the time, however, I use "Project from View" as Daan recommend. It's always handy to be able to align your view to a face when doing this, which is best accomplished by holding down shift while using the numpad.

Austin
 
Yes project from view is the way to go for objects that need a correct scale to other parts (e.g. aircraft or in this case a building)
What I usualy do is I project from view all the different angles (Top, Bottom, Left. Right, Front and Rear) and then I unwrap them again by cycling throught the views so the scales are all the same...
 
Thanks for all the comments, but I don't think "Project from view" is good for my building. As I make my own textures in PS I need the shapes right.
Namnl_ssis.png

Here I have used first "Rotation and Scale" and then "Smart UV Project". I select a door on my model and on the UV i get a square? Something is wrong here
for sure, but idk what? :(

As I said, I'm not using pictues on buildings and just paste them on the building. I really need this to work haha.. :(
 
... but I don't think "Project from view" is good for my building. As I make my own textures in PS I need the shapes right.
...
I select a door on my model and on the UV i get a square? Something is wrong herefor sure, but idk what? :(

Well, I don't want to be too persistent, but this is exactly why you should consider "Project from view". Is the scale of your object (1,1,1)?
 
The Scaling of the object can be seen in the N-tab in the 3D view. Scale can be resetted by hitting Ctrl+A and click Scaling.
 
I don't think "Smart UV Project" is meant to unwrap a model with the correct proportions, but rather to be "smart" about texture space . I would mark seams and use "Unwrap" if you want correct UV proportions. Unless you intend on using "Project from View", which will proportion the UVs correctly as long as your view is aligned with what you're unwrapping.

Austin
 
I don't think "Smart UV Project" is meant to unwrap a model with the correct proportions, but rather to be "smart" about texture space . I would mark seams and use "Unwrap" if you want correct UV proportions. Unless you intend on using "Project from View", which will proportion the UVs correctly as long as your view is aligned with what you're unwrapping.

Austin
Thank, I'll give it a try :)
And btw, great job with the tutorials! :D
 
Well I made a test.. didn't went that good to be honest! Maybe I'm doing something wrong so:

First mark everything with "A" in object mode, "Ctrl + A" and "Rotation & Scale". Then I go into Edit Mode and press "U", then UNWRAP.
This is what I got:

test.png


Get some strange shapes!
 
Just do the important parts manually in the size you want, and then use smart/auto on smaller parts that dont need details in textures.
 
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