Go Back   AC3D Forums > General > AC3D General
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Display Modes
Old 21st April 2008, 05:49 PM   #1
glebreck
Junior Member
Member
 
Join Date: Apr 2008
Posts: 21
Default 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?
Attached Images
  
glebreck is offline   Reply With Quote
Old 22nd April 2008, 05:57 PM   #2
lisa
Senior Member
Professional user
 
lisa's Avatar
 
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
Default 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.
lisa is offline   Reply With Quote
Old 4th May 2008, 09:27 AM   #3
raynold
Junior Member
Junior member
 
Join Date: May 2008
Posts: 9
Default 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
raynold is offline   Reply With Quote
Old 4th May 2008, 09:43 AM   #4
raynold
Junior Member
Junior member
 
Join Date: May 2008
Posts: 9
Default 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
raynold is offline   Reply With Quote
Old 7th May 2008, 09:49 AM   #5
lisa
Senior Member
Professional user
 
lisa's Avatar
 
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
Default Re: How to mirror the UV map?

Quote:
Originally Posted by raynold View Post

As you see, is my in AC3D mirrored object hollow inworld.
Is there a hint, how to correct it?
From the Surfaces menu:
- 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).
lisa is offline   Reply With Quote
Old 7th May 2008, 01:31 PM   #6
raynold
Junior Member
Junior member
 
Join Date: May 2008
Posts: 9
Default 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
raynold is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -4. The time now is 02:22 AM.


AC3D Forum
(C) Inivis Limited 2020