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n4gix

using LithUnwrap. Will this cause problems problem ??

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Hi,I'm texturing the Elevator on my model using LithUnwrap and for some reason a polygon or two has appeared outside the bouds of the texture map which i cannot remove... http://forums.avsim.net/user_files/76982.jpgWill this cause any problems ?? can i just delete it from LithUnwrap ??Thankshttp://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gif http://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gifDiego CoslovichWebsite: http://homepages.ihug.com.au/~elche/index.htm (under construction)E-mail: elche@ihug.com.au

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Geez!! I feel like a real goose! :-roll A couple of minutes after posting my problem, I found that I had forgotten to select a poly on the bottom part of the Elevator, causing that poly to appear outside the box... what a goose!Sorry :-violin http://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gif http://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gifDiego CoslovichWebsite: http://homepages.ihug.com.au/~elche/index.htm (under construction)E-mail: elche@ihug.com.au

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I assure you that this has happened to us all. ;-)

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>Hi,>>I'm texturing the Elevator on my model using LithUnwrap and>for some reason a polygon or two has appeared outside the>bouds of the texture map which i cannot remove... Diego, it doesn't matter anyway, since the only purpose of LithUnwrap is to generate a clean, perfectly aligned .bmp template. Nothing you do will affect the model in any way... :)Just for the sake of completing a thought however, should you find 'stray stuff' like that you can be POSITIVE that you've neglected to select a poly for mapping.BTW, although I wouldn't make much difference on an elevator, should you have a problem like that on a more complex object (such as a chair!), the easiest approach to solving that is NOT to re-do all the mapping!Simply collapse the stack, by converting to e-poly or e-mesh, select only the "missed polys" then add a new UVW map to the object. Add a new Select Poly to the stack, Select All, then add a new UVW Unwrap to the stack! Problem solved! :)BTW, the Citation II project will be going to the beta testers very soon, and we can get back to the 400A project, as I'll have some time finally! :)

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Thanx for the tip Bill, i've put it to good use already :)>BTW, the Citation II project will be going to the beta testers very soon, and we can get back to the 400A project, as I'll have >some time finally! :)Thats good to hear Bill, I'll be ready and waiting, just let me know :)http://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gif http://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gifDiego CoslovichWebsite: http://homepages.ihug.com.au/~elche/index.htm (under construction)E-mail: elche@ihug.com.au

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>Thanx for the tip Bill, i've put it to good use already :)You are most welcome. I suppose I should add however, that this tip:"Simply collapse the stack, by converting to e-poly or e-mesh, select only the "missed polys" then add a new UVW map to the object. Add a new Select Poly to the stack, Select All, then add a new UVW Unwrap to the stack! Problem solved!"will only work reliably if you DON'T use the Gizmo to move the UVW frame around, but leave it centered on the object, use the same "size" frame, and use the same view orientation.IOW, use the UVW Editor to shuffle the "parts around" on the template, and don't follow the method proposed by some kind folks of shuffling the UVW frames around... :)I'm sure you know this already, but thought I should add that qualification for the benefit of anyone else who reads this post... :)>Thats good to hear Bill, I'll be ready and waiting, just let>me know :)I will do that. In the meantime, continue to have fun!

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