View Full Version : Problem with Texture Mapping
4th Dec 2011, 03:48 AM
I am having a lot of problems with my texture for my raincoat.
The checkered pattern is distorted, but I cannot get it to look right in Milkshape. I've took the mesh apart and placed it back together, and even mirrored the edges, but I still can't get it to look right.
This is the best I could get it:
I know that if I don't get this fixed, it will get rejected, but I am at a loss on how to fix this. If anyone can help, I'd appreciate it. :bunny:
4th Dec 2011, 04:03 AM
This is a UV map thing. Play around with that the best you could, milkshape has a pretty decent UV map editor.
4th Dec 2011, 05:35 AM
The problem I'm having is that I used the sphere to make the hood and body of the coat. When I click on a vertex, it highlights three others. Am I not supposed to use the sphere tool to make the object? Did I accidently click on something that is causing all the vertexes to highlight?
This is the window:
I'm sorry if this is an easy and an ignorant question.
4th Dec 2011, 06:15 AM
Are you saying you can't select a single vertex in the UV editor window without also selecting three other vertices? I've never seen this behavior - I drag a box around a vertex and only that one highlights. This is in the UV window and not the main Milkshape window, right?
4th Dec 2011, 06:27 AM
Yes, it is the UV Window. I don't know exactly how to print screen it, but I tried to get one of the vertexes highlighted and the others showed up.
Sorry if this doesn't help at all with what the problem is. :turtle:
4th Dec 2011, 07:05 AM
yes, sphere's, cilinders and someother stuff created with the milkshape tools will always have welded vertice by default(while they should have been divided on the seams.)
So when selecting one on a seam on the uvmap all welded ones will be highlighted.
click no on both popups and click ok on the last one.
This will divide the vertice on the seams with the uvmap as reference.
You now will be able to select one vert coordinate on the UVmap.
Give me a cookie :)
4th Dec 2011, 07:25 AM
Thank you so much, BloomsBase. :bunny:
I will test it out tomorrow and see if that helps.
I don't have a cookie, but will this suffice?
4th Dec 2011, 10:29 AM
4th Dec 2011, 10:35 AM
You can also, as an alternative (because it's always good to have alternatives :p and you sometimes may not want to unweld all seams at once), select the vertex in question and hit Ctrl-Shift-W to unweld it individually.
4th Dec 2011, 12:52 PM
I learned something too! :)
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