24th March 2008, 09:07 AM | #1 |
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Questions about texture templates and Second Life
Hi, I'm really new to AC3D. I've made a few models, now and would like to know if I need to add triangles in order to make it work in Second Life.
Also, I am puzzled as to how I should come up with a texture template for my models, for example: Bottom right had side is a template, I am guess there's a program that will take the data from my models and make them into a template? I don't know. Thanks |
24th March 2008, 02:51 PM | #2 |
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Re: Questions about texture templates and Second Life
Tools > Texture Coordinate Editor opens up the texture editing tools. This tool will let you make the "templates" (uv map) for your model. There's a second tool, appropriately called UV Map, than can also be found on the Tools menu that will let you do some fancier mapping modes.
I found this video the other day, you might find it helpful: http://video.google.com/videoplay?do...18320165998532 Remember for SL, your uv map can't have an holes or gaps in it. It has to be like one big rubber sheet stretched over the whole object. The default shapes that come with the plug-in are already mapped this way; you might find it helpful to open the shapes in the Texture Coordinate Editor and look at their maps for hints. Whether or not you need to add more triangles depends on the model and your personal preferences. Basically, if the UV mapping is too tricky, you can add more triangles to help yourself out. For example, you'll see some corner cuts in the default cube just for that purpose. But you don't need to add triangles as long as you can get the map right. The map is the part that matters. Another tutorial: http://www.independentdeveloper.com/...rom_existing_3 |
25th March 2008, 06:35 AM | #3 |
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Re: Questions about texture templates and Second Life
Thank you very much. I just imported my .TGA into SL and it seems there are gaps in the UV map! Is there a tutorial on how to get rid of these gaps?!
I'm going to guess the UV gaps are the black parts. I'm puzzled as to how to get rid of them even after reading the tut. How do I snap the UV exactly? It's really close to what shape I was after, a round bird. And you can see the gaps in the UV map go wacko around the tail area. Okay apparently there are holes at the poles of the default sphere. How do I get rid of the holes, the tut. author mentioned something about snapping together. Last edited by gaogao; 25th March 2008 at 06:54 AM. |
25th March 2008, 02:21 PM | #4 |
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Re: Questions about texture templates and Second Life
Holes in the *geometry* (like the sphere) are okay.
Holes in the *uv map* (like the black spots in the texture) are a problem. To snap points, there's a "snap" button in Texture Coordinate Editor. You highlight the points you want to move, then click the appropriate snap button. You can snap points together, or you can snap points to the edge. In your UV map, move the points around until they fill the square. Also make sure they wrap on all sides. ie The point on the left will seam with the opposing point in the right. |
25th March 2008, 04:20 PM | #5 |
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Re: Questions about texture templates and Second Life
Excellent! How did you get the UV map in a perfect square shape?!
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30th March 2008, 07:03 AM | #6 |
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Re: Questions about texture templates and Second Life
Here's a video of how to do it:
http://www.independentdeveloper.com/...amapsquare.wmv This one's super-simple, but the same idea applies for more complex shapes. |
11th April 2008, 09:18 PM | #7 |
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Re: Questions about texture templates and Second Life
I cant seem to access the video, and I tried surfing the main site. Is there maybe a youtube video?
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14th April 2008, 06:33 AM | #8 |
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Re: Questions about texture templates and Second Life
Here it is as a zipped attachement:
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