On Sunday 02 March 2008 13:21, Melchior FRANZ wrote:
> * LeeE -- Sunday 02 March 2008:
> > Gradually making some progress with Blender though.
>
> BTW: I just wrote a simple script that packs manually UV mapped
> objects onto a texture square. I'll publish it as soon as it's
> ready (later today :-).
>
> Works like this:
> - map all objects individually, choosing the best unwrapping
>   method for the object and the ideal mapping size
> - select all objects that you want to map on one texture
>   (e.g. by selecting one, and choosing Select->Linked-Material
>   for all fuselage objects)
> - call the script: this packs the maps of all selected objects
>   on a square and scales them up as much as possible using the
>   same factor
> - export to SVG (I need yet to rewrite the SVG exporter --
>   the included one isn't good enough :-)
>
> m.

This just for entertainment:)

I thought I'd mostly cracked it earlier today.

Working on the YF-23 and using the upper fuselage/wing surface 
object I managed to produce a wire-frame type texture template from 
the unwrap that looked reasonable, with no overlaps etc, by saving 
the UV unwrap layout to a .tga.  Then I coloured in some of the 
polys and added some reference lines to the .tga texture, saved it 
as .rgb and, back in Blender, applied it to the model.  I then 
saved it as .ac and when I loaded it into AC3D to check that the 
texture had 'stuck' it looked fine:)

It was only when I started work on the proper texture and came to 
mirror one side of the fuselage nacelle colouring to the other that 
I realised that not only was the unwrap rotated slightly but it was 
also very slightly banana shaped - the centerline was actually 
curved - lol:)

I guessed that this was because there was no defined 
axis/edge/vertex starting datum/origin and the unwrap has to start 
somewhere, so I defined a seam down the centerline to set a 
starting datum/origin.  This split the unwrap into two halves, 
which I expected, but both were still rotated a little bit and the 
left side was very slightly longer than the right side - doh!

You've just got to laugh sometimes:)

On a more serious note, does anyone know if any of the object 
formats supported by FG support multiple textures?  For example, 
would any of them allow me to apply an overall base texture, using 
one projection, say top-view orthographic, and then apply smaller 
finite scope texture patches using different projections e.g. 
side-view ortho?  This is more like the way I'm used to applying 
textures in 3D but the .ac format doesn't allow this.  I had a look 
through the OSG wiki but couldn't find any basic object format 
specs/features.

I haven't tried it yet, but can anyone tell me if it's possible to 
apply multiple textures in this way in Blender, and then 'bake' it 
all into a single uv unwrap texture?

LeeE

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