Uv Mapping For Mac
![Mac Mac](https://www.turbocad.com/img/cms/turbocad-pro/tcproplat-uv-map-1280x720.png)
Using UVMapper Mac v 0.2.6 A short tutorial demonstrating a few of the features of UVMapper Mac. UVMapper works with 3d files in the Wavefront '.obj' format. Open a model. For this tutorial, I selected the model knoxS.obj which was included with the Apple MRJ demo applet called 'wireframe'.
Uv Mapping Rhino Mac
The model has no texture map, so when it opens, the UVMapper window is empty. The window is now named 'knoxS.obj'. To add a texture map to the model, I select the type of mapping I would like from the Map menu. Think I'll go for planar.
I fill in the Planar Mapping Dialog. Note that the Scaling/Map Size feature of Steve Coxs UVMapper is not available presently. The 'Map Size' text field is not enabled, shown by the dotted outline. The size of the texture map produced by UVMapper Mac can be set in the Preferences Dialog. Try out some really big sizes if you have plenty of RAM and HD space, and need lots of detail. TIP: if you only need high detail in one part of your model, scale that part of the model up later, so it uses most of the map space.
Scale down the other areas to make room. I decided to split my map down the centre of the ship, to show each side separately. I wanted some gaps between the 2 sides. Try other settings and see what they do. You can go back again and again, until you find a combination of settings which suit you best. The model does not need to be reloaded.
Above is my map. The model has several groups defined in it.
My preferences have groups shown in different colours, which you can see in the map. When I drag with the mouse around a small group of vertices in the map, that area becomes selected. Any vertices inside the area extend the selected area outwards so all faces to which they belong are selected. I selected the green area by dragging around the top two corners of that shape.The selected area is indicated by the marching ants outline. Note the area surrounded by the marching ants is the smallest rectangle which contains the whole selection. Note: If I select part of a facet with an irregular shape, the rectangle may cover some other parts of the map which are not selected.
Not everything inside the rectangle is necessarily part of the current selection. Try selecting a small area of a map and press the up arrow on the keyboard a couple of times. The area will be nudged upwards. The down arrow key will bring it back.
Click carefully within the rectangle, and drag with the mouse. A small square will follow. When you let go of the mouse button, the selected area of the map will be moved to the last position to which you dragged. The facets are still selected.
So you can move them further. Or scale them up or down.
Or remap them independent of the rest of the model e.g. Cylindrically, box mapping etc. This is how it looks after I drag the green area upwards and let go. Then I hit the '.'
key, and the selection is scaled up (multiplied). The '+' key would have incremented the size of the selection slightly. See below for a complete description of the keyboard commands available for manipulating selected facets in the map window. After scaling, the green area now looks like this.
So I might save my work, so I can carefully colour in the map of the knoxS.obj model, and render it in Poser. First I will export the texture map template. (The order is not important, I could have exported the model first.) TIP: What.IS. important is to export the model. UVMapper has changed the original model so it can use the modified map template. The original model is no use with the remapped template.
UVMapper gives the new model a different name, so you will not accidentally overwrite your original model. After saving, we can play some more with the model, and save another version of the map and its template if we like.
KnoxS.obj has some groups defined. I select the 'hull' group from the Select menu. The selection rectangle selects the ships hull. Note the red superstructure is not part of the selection. I think I will use Box mapping on the hull.
The newly mapped hull (6 sides of a box, because I used the 'split' option) fills the selection rectangle. Some parts overlap the red superstructure. Oops, I will clean that up before saving.
Perhaps I will decrement the selection size. Or move the superstructure upwards/scale it smaller. There are lots of options.
![Mac Mac](https://www.rizom-lab.com/wordpress/wp-content/uploads/2017/04/logo_rs_b.png)
Play around and try them out. Below are the keystrokes for manipulating the selection in the map window. The keyboard shown is an Apple extended keyboard. Other models may have keys placed a little differently. Note that numeric pad keys duplicate the functions of home/end/pageup/down which are not included on some keyboards.
Uv Mapping Software Mac
Automatic mapping creates several UV map pieces or shells in texture space. This is fine if you are using tools that deal with UVs automatically for you, such as standard (not combed) fur and the 3D Paint tool in projection mode. If you need to work with the UVs manually, you will need to stitch the UV shells back together in the UV Editor using the Move and Sew UV Edges feature. You can also specify user-defined planes for the projection of UV texture coordinates. The Load Projection option uses a polygon object you specify from the current scene.
To facilitate more accurate UV projections a projection manipulator is displayed when using the Automatic Mapping feature. The projection manipulator lets you correlate the multiple planar UV projections that occur in the scene view with how the resulting UVs appear in the UV Editor.
The projection manipulator appears centered about the selected object in the scene view with blue planes that correspond to the number of planes set by the Automatic Mapping’s Planes option. A light blue color indicates that the projection plane is oriented facing away from the selected object, while a dark blue plane indicates the side of the projection plane that is oriented facing towards the selected object.
The manipulator’s planes are displayed semi-transparent at a scale of 50% of the actual projection plane so they don’t fully occlude the object when using the manipulator. Red and green lines appear along the edge of each plane to indicate the corresponding U and V axes within the UV Editor. You can move, rotate, and scale the UV projection manipulator just like other manipulators in Maya. Scaling the manipulator affects the resulting scale of the projected UVs in the UV Editor.
You can reset any transformations for the projection manipulator using the Channel Box. When a custom projection object is specified using the Load Projection option, the projection manipulator gets updated to reflect the planes specified by the custom projection. To map UVs for a polygon object using Automatic Mapping. Select a polygon object in the scene view that you want to project UVs texture coordinates.
Select UV UV Editor to display the UV Editor or select the Persp/UV Texture Editor layout shortcut from the Toolbar to view the perspective view and the UV Editor side by side. When you project the UVs they will appear in the UV Editor’s 2D view.
From the Polygons menu set, select UV Automatic. The Polygon Automatic Mapping Options window appears. Set the following options depending on your requirements:.
Set the Planes setting to the desired number of projections you require and click Project. (The more planes you use, the less distortion in the UV layout but the more shells are created). The automatic mapping projection manipulator appears centered about the object in the scene view with blue projection planes that correspond to the Planes setting you specified. That is, if the Planes option was set to 4, then 4 planes appear on the manipulator. To move, rotate, or scale the projection manipulator do the following:. To move the projection manipulator in X, Y, Z, drag any of the three colored arrow handles while moving your mouse.
To rotate the projection manipulator, click the light blue circular rotate handle to make the X, Y, Z rotate handles appear. Dragging any of the three circles rotates the manipulator about X, Y, or Z.
To non-proportionally scale the projection manipulator, drag any of the three colored box handles on the manipulator. To uniformly scale the projection manipulator, click any of the three box handles on the tip of the manipulator so a 3D box appears. Drag the box to scale the manipulator uniformly. Use the UV Editor to view and edit the resulting UVs.