The UV editing function has been restored from Beta5.1. It's still incomplete at this point, so UV values may be lost or malfunction during some operations.
Features include:
1.MarbleCLAY does not treat UV editing as a special thing, but treats it as an extension of polygon editing. Therefore, select, move, rotate, scale UV values (called UV vertices in MarbleCLAY)
can be done in almost the same way as normal polygon editing.
If you feel that it is difficult to operate in a window dedicated to UV editing or using a dedicated menu, etc., which is common in other applications, please give it a try.
Select UV vertices and rotate with the 2D Rotate(8) tool
2. In order to make the UV value operation equivalent to the polygon operation, add the D value as a third element in addition to the UV value and treat it as a three-dimensional object.
By viewing and manipulating UVDs in a perspective view, the UV vertices of intricate and complex objects are easier to grasp and select.
(The reason why I chose UVD instead of UVW is that the author does not have an application that can handle objects with UVW values at the moment, so I can't try = W values are not exported.
This is because I wanted to clarify that the third element is a dummy. The term UVW may change in the future. )
Since UV editing is now treated the same as polygon editing, it currently has the following drawbacks:
1. It is difficult to understand whether you are editing UVs or editing polygons, and it may be confusing.
2.Being too obsessed with making UV editing and polygon editing equivalent, there was some confusion in the UI design, and the following functions were not implemented:
2-1. A UV vertex cannot be welded to another UV vertexYou can now drag and weld using the face generation tool. beta5.3
2-2. Cannot copy and paste the UV values of a face to another face
value
I will explain how to assign UVs and create a texture template using a sample file.
First, execute File->Open...(Ctrl+O) and open the "Ceratophrys.mcl" file (Bertz's Frog) in the samples folder.
the
If you click the icon surrounded by a red frame next to the sub-mesh "top", the meshes of the face, back, and abdomen of Bertsunogaeru are selected.
Assign a UV value to this part.
assignment
A dialog will appear when you run UV/Image->Selected Mesh Unwrap / UV mapping....
Select "Custom" for the mapping shape, select "Z axis" for the central axis, and press the "OK" button.
check
Click the 5th icon from the right of Drawing Split bar to show the UV view.
It can be confirmed that the U value and V value are assigned in the range of 0 to 1.0. (A range of 0 to 1.0 is enclosed by a thin dotted line in the UV view)
check
Click the 8th icon from the right of Drawing Split bar to show the UVD view. (In the figure below, each view is also displayed as Shading(surface and edge) )
If you check the UVD view, you can see that the back and ventral sides of the Bertsu no Frog overlap in the UV view.
Therefore, we decided to cut off the ventral surface and move it.
off
1. Select the ventral mesh in the UVD view. (You can also select in a normal perspective drawing, but in that case switch to UVD view before running the next command)
2. Run Mesh Modeling->Detach Polygons(V).
This will separate the ventral UV mesh from the back.
to
1. Select 2D Rotate(8) tool
2. Shift + click the vertex in the figure below
the
Hold down the Shift key and drag one point of the handle to rotate 180 degrees.
UVs
When assigning UV to the mouth, eyes, and limbs in the above manner, the UV values often do not fall within the range of 0 to 1.0, so
Select the Scale (9) tool, select everything and scale it down to fit between 0 and 1.0.
template
Once the UV assignment is done, create a UV template.
When you execute UV/Image->Bake UV texture map, a dialog will be displayed, so check "Create after erasing" and enter an appropriate resolution.
UV
Press the OK button in the above dialog to create the UV template.
If you display the UV view, you can see that the template image with the baked UV mesh is displayed in the background.
If you open this template with external software and create a texture, select "UV Template" in Object window UV/Image->Send image to clipboard
to copy the template image to the clipboard and edit it with external software (you can also change the resolution of the image with external software).
pasting
1. Save the texture image edited with external software as bmp, jpg, etc.
2. Set the image file name saved in the diffuse light map of the appropriate material
3. Apply Material to Object
(There is also a method of pasting an externally created image into the UV template again and using the UV template as a texture, but I will omit the explanation)
completed
Set the image created in the above procedure as a texture, and it will look like this when it is completed for the time being. (previewing bump map using Shader)