21st April 2008, 05:49 PM | #1 |
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How to mirror the UV map?
Attached are two images. The first one shows the object I made for SL. The second image is after I mirror it on the axis.
When I export it to SL I only get the origanal half. I am assuming that I need to mirror the UV Mao. How do I go about this? |
22nd April 2008, 05:57 PM | #2 |
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Re: How to mirror the UV map?
Select the appropriate faces in the texture coordinate editor, then click "Flip Horizontal" or "Flip Vertical" depending on how they are oriented. Scoot them so the edges line up to their matching half. Then select everything and resize to Max to fit it all to the UV map.
Since you have two distinct object, you will likely get some polygons stretching between the two when you import into SL, as SL always imports as one contiguous shape. |
4th May 2008, 09:27 AM | #3 |
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Re: How to mirror the UV map?
Hi there.
Don't know, if I understood right.... and what exactly is meant with "UV-map" (Sculpty-map or Texture-Map?)... but I have a problem, that could fit into this thread. As you see, is my in AC3D mirrored object hollow inworld. Is there a hint, how to correct it? The texture coordinate editor wasn't a big help greetings |
4th May 2008, 09:43 AM | #4 |
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Re: How to mirror the UV map?
The only way to solve the problem (as seen before), I've found by now:
1x subdivide and triangulate the mirrored object (and the original too for a common look). One of the steps could be ignored maybe, but I'm too lazy to test right now ;o) I'm just happy, it works now. greetings |
7th May 2008, 09:49 AM | #5 | |
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Re: How to mirror the UV map?
Quote:
- flip normal (perhaps) - change vertex order (perhaps) In the TCE: - flip horizontal Winding order of the triangles is what causes it. I'm not sure a good way to detect the "preferred" winding order, as there are times when it's desirable to have the prim "inside out" (i.e. to do the "toon shading" trick). |
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7th May 2008, 01:31 PM | #6 |
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Re: How to mirror the UV map?
hmm... OK.
My way just worked one time But I took a look at the UV-Map, that worked the first time... I just had to flip the TGA of the following mirrored objects horizontal... weird, but it works now :mrgreen: greetings |
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