- This topic has 21 replies, 5 voices, and was last updated 3 years, 11 months ago by Thalamus.
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December 1, 2019 at 12:33 pm #153147
I have been struggling with this for a bit and need to get this kink worked out. I imported a flat plastic from a table I am making into blender. went to edit mode, then opened up uv unwrap and hit unwrap to make a uv map. Why is the shape of the uv not the same as the obj on top. Is there a way to make it the same, to apply an image.
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December 1, 2019 at 1:21 pm #153150Set up a camera directly overhead, make it orthographic, and use “project from view” as your UV mapping technique. Should give you a perfect 1:1 map.
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December 1, 2019 at 1:38 pm #153151did I ever mention I hate blender…………………. wheres the quick link for that, lol
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December 1, 2019 at 2:28 pm #153153numpad 7 = topdown
numpad 5 = toggle Perspective/Orthographic
quick enough ? Gambling now, but, I believe I’m right. I recommend that you take a peek at bord kicker cup tutorial and run a few tables through doing exactly what he does. Repeating, swearing and doing stuff over and over again at least got me over the worst frustration. Downloading a shortcut cheat sheet is also a good thing to have handy.
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December 1, 2019 at 2:34 pm #153157yeah the camera thing is the one I don’t know. I have never moved that before. need to research
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December 1, 2019 at 2:48 pm #153163My apologies. Thalamus is right. Skip the camera and just view from overhead (numpad 7) and map it.
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December 1, 2019 at 2:49 pm #153164you can also use the view menu
and if you export a primitive from VP
you should go into edit mode
press the “W” key and select “remove doubles”
DO NOT DO THIS FOR COMPLEX SHAPES. you will loose some details.
you need to do this because VPX will export shapes with vertices right on top of each other.
you need to remove (merge) the 2 vertices that are in the same place.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
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December 1, 2019 at 3:09 pm #153168ok tried the overhead view before and still the same. It was remove doubles, thanks @32assassin. That fixed my issue. I love Blender!!!
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September 15, 2020 at 4:02 pm #201199i am still having issues with this and its really getting me discouraged. In the past, I make a simple wall in vpx, lets say for a plastic, in the appropriate shape, and roughly say 4 vpx units thick. I will copy this wall to a blank table and then export the table obj. I go to blender and hit import, clamp size 100 Y forward -Z up. I delete the playfield that comes in and the only thing thats left is the single plastic. If i dont move anything, and all works, when i import the obj plastic back to vpx, the coordinates are 0,0 and its perfectly in place.
Now comes the issue, i select the plastic, hit tab, go to the bottom and go to the UV/image editor, and try and make a uv map for the image. I tried the previously suggested views and removing doubles but its not working now.
if i hit unwrap, its sometimes closer but not exact
why is this so freaking hard. I despise blender. I tried to pick up inkscape and after watching 10 tutorial vids online i am now making plastics easily. tried it with blender and wanted to punch myself
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September 15, 2020 at 5:23 pm #201204If it is not exact. Then you’ve got an issue with the way you are looking at the object. That is why Bord mentioned project from view and bounds. I know exactly your frustration. Inkscape ? Yes. It can be done that way too I guess. Only a couple of weeks back I tried to take a pic and convert it to a mesh, not via Inkscape, but, Illustator. Ended up with a shitload of triangles ( believe that is the term ) – object was simple. Saw Bords video for Seawitch where he created the plastic for the slingshot and I ended up making it fully in blender. Yes, blender is hard – but once you get the grips of the basics, it becomes very fun and addictive. I’m on the very noob level myself, end up having to redo a lot but as long as I know why that is. I’m ok with it.
I still think that the tutorial on creating kicker holes is very valuable. Not only for the kickers themselves, but, the way that he works. If you do the same as he does for the playfield going into uv editor, you will have a perfect uv map afterwards. Of course, you will have to have your object the active one instead of the pf. I made notes since I had troubles following what he did and even more important, why he did it. Now, it all makes sense and I’m able to do the same in different ways. A big leap forward.
But, of course. If you find Inkscape easier…. Just make sure that you’re having fun.
Btw. update your blender ;)
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September 15, 2020 at 5:34 pm #201206i just started inkscape to redraw plastics for my next build. I think they turned out nice. This was after about 7/ 10 min tutorial videos. https://www.youtube.com/watch?v=8f011wdiW7g
I am trying to make the UVs for them now but maybe i will go back and start fresh with blender. Its hard to even understand terminology if your not native to that tongue. Kinda like you explaining something to me in Norwegian, although i could probably learn that better than Blender…
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September 15, 2020 at 5:38 pm #201209Haha. And, nå var du flink Tom.
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September 15, 2020 at 5:51 pm #201213Inkscape is not the issue, i need a uv to put on the prim plastic, or i go back to making wall plastics which @randr hates and he will kick me off the site
New blender, more confusing, top down view, same result, i hate life
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September 15, 2020 at 5:55 pm #201215Blender kan suge ballene mine
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September 15, 2020 at 8:07 pm #201224Blender kan suge ballene mine
Lol. Been there, Tom.
I’ll pm you and we’ll set up a Google meeting or something.
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September 15, 2020 at 8:16 pm #201225I finally figured it out!!!!!!!!!!!!!!!!!!!!!!!!!!! under unwrap there is a dropdown for method. Either conformal or angle based……Angle based pisses me off…….. Thanks @bord for the offer.. very frustrating stuff
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September 15, 2020 at 8:18 pm #201227Sweet. Nice work!
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September 15, 2020 at 9:38 pm #201228Dang Tom, you have a lot of energy. I admire your chutzpah. My brief time working with blender was very difficult. Bord spared me going insane with my project/idea and whipped out a clear ramp for his Space Shuttle …which I think is an amazing mod btw.
May I ask what table you are working on? Funny, I thought Thal’s ‘nå var du flink’ sounded mischievous. Ha. ‘Blender kan suge ballene mine’ would make for a good sig.
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September 15, 2020 at 11:44 pm #201232LOL. Actually. Where I live, no one would raise their eyebrows using strong expressions like that. Very different from the South where they would almost start to cover their children’s ears. Glad you figured it out Tom. Now, you hate Blender just slightly less. I can’t say I’ve every come around to that problem. I honestly believe that using a newer Blender is like going from VP9 to VPX. Guess it all depends on what you’re used to and what guides to follow. I’m not able to follow Flupper’s plastic ramp tutorial for the opposite reason, at one place I’m getting stuck and are not able to figure out to do it in 2.8 and beyond.
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September 16, 2020 at 1:43 am #201236I still hate Blender sometimes and I do think I really put my 10.000 hours into it. However, the good thing with Blender is that you are almost surely not the first person who is stuck at something; and that person probably has made a youtube tutorial about the solution in a thick foreign accent.
About moving to Blender 2.8: I postponed that quite some time, but it was a relieve for me that it wasn’t that hard (again: youtube…). It is more about relearning your shortcut reflexes and knowing your way around. Like getting a new car and not doing everything automatically anymore. One drawback is that switching between 2.7x and 2.8 makes your head hurt after you get used to 2.8, so I only do something in 2.7x when there is no other way.
about the ramp tutorial: I do indeed have to update that to 2.8…
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