thanks in advance
Remapped to normal [Solved]
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Deviss
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Remapped to normal [Solved]
hi there again bothering with help
, i was working time in one HD ep3 helmet (an realistic with all details) i am using one really awesome helmet as base but this is remapped i would like if there is some way exact/perfect for example changing texture read of 512x1024 to 512x512 or any site where change U or V to 50% for any exact way XD (exact way , not rescale or move to eye lol) for convert remapped to normal uv used by originals models from bf2
thanks in advance
thanks in advance
Last edited by Deviss on Tue Dec 15, 2009 12:10 pm, edited 1 time in total.
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FragMe!
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Re: Remapped to normal
So you are saying you have a 1024 x 512 texture that you want to make into a 512 x 512 or that the model was UVd to a texture that was 1024 x 512 but the one you want to use is 512 x 512.
A UV set will adjust to fit the space if the size of the texture is changed. Meaning if you had a 256 x 256 to start and you changed it to a 512 x 512 the UVs will automatically scale up to that size, similarly if you had a 1024 x 512 to start and changed it to a 512 x 512 it will scale horizontally to fit the new size, so the height would be right but the side to side would be squished in order to fit into the new size.
A UV set will adjust to fit the space if the size of the texture is changed. Meaning if you had a 256 x 256 to start and you changed it to a 512 x 512 the UVs will automatically scale up to that size, similarly if you had a 1024 x 512 to start and changed it to a 512 x 512 it will scale horizontally to fit the new size, so the height would be right but the side to side would be squished in order to fit into the new size.
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Deviss
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Re: Remapped to normal
exactly, for this reason after change 1024x512 to 512x512 i must scale manually in horizontal so there is a exact way and not manual for adjust it??FragMe! wrote:So you are saying you have a 1024 x 512 texture that you want to make into a 512 x 512 or that the model was UVd to a texture that was 1024 x 512 but the one you want to use is 512 x 512.
A UV set will adjust to fit the space if the size of the texture is changed. Meaning if you had a 256 x 256 to start and you changed it to a 512 x 512 the UVs will automatically scale up to that size, similarly if you had a 1024 x 512 to start and changed it to a 512 x 512 it will scale horizontally to fit the new size, so the height would be right but the side to side would be squished in order to fit into the new size.
- DarthD.U.C.K.
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Re: Remapped to normal
no (atleast i dont know one) but it would be very helpfull
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Deviss
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Re: Remapped to normal
mm so problem solved, i will try my eye don't fault lol, Thanks FragMe and DarthD.U.C.K. for his fast answer and helpDarthD.U.C.K. wrote:no (atleast i dont know one) but it would be very helpfull
- AceMastermind
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Re: Remapped to normal [SOLVED]
If your model expects a 512x1024 image and you scale it down to 512x512 then you just changed the aspect ratio of the image from 1:2 to 1:1 and screwed up how the UVs are projected onto the model.
There is no one-click solution to achieve what you're trying to do so be prepared to spend some time adjusting UVs to fit in a 512x512 or 1:1 image. You should make use of freely available tools like Roadkill to help speed up this process.
My own asymmetrical Ep3 Clone uses a 512x512 image and has zero UV overlaps:
There is no one-click solution to achieve what you're trying to do so be prepared to spend some time adjusting UVs to fit in a 512x512 or 1:1 image. You should make use of freely available tools like Roadkill to help speed up this process.
My own asymmetrical Ep3 Clone uses a 512x512 image and has zero UV overlaps:
Hidden/Spoiler:
- DarthD.U.C.K.
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Re: Remapped to normal [SOLVED]
is that one manually unwrapped? 
- AceMastermind
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Re: Remapped to normal [SOLVED]
Yep it's unwrapped piece by piece to get the least amount of UV distortion then I RenderMapped the surface color from the original UV set to the new UV set.
I was thinking of doing the same thing with Neomarz' Commando since he used several large textures.
I was thinking of doing the same thing with Neomarz' Commando since he used several large textures.
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Deviss
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Re: Remapped to normal [SOLVED]
wow really that is awesomeAceMastermind wrote:If your model expects a 512x1024 image and you scale it down to 512x512 then you just changed the aspect ratio of the image from 1:2 to 1:1 and screwed up how the UVs are projected onto the model.
There is no one-click solution to achieve what you're trying to do so be prepared to spend some time adjusting UVs to fit in a 512x512 or 1:1 image. You should make use of freely available tools like Roadkill to help speed up this process.
My own asymmetrical Ep3 Clone uses a 512x512 image and has zero UV overlaps:Hidden/Spoiler:
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icemember
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Re: Remapped to normal [SOLVED]
Wow! is that alot of unwraping work? how long did it take to un-dual the points and place everything?
- AceMastermind
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Re: Remapped to normal [SOLVED]
It's not a lot of work but it is somewhat tedious and I guess it took between 2 and 3 hours but I wasn't in a rush to get it done and I tried out several UV configurations until I was satisfied with the layout.
