tag:blogger.com,1999:blog-843920362647997066.post2533697934131739222..comments2023-10-04T06:36:02.112-07:00Comments on David Neville: The DigiBahn Project: Making UV maps and 3D model textures get alongDavid Nevillehttp://www.blogger.com/profile/02056523706172459563noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-843920362647997066.post-58714666610636055622010-03-29T07:16:53.612-07:002010-03-29T07:16:53.612-07:00I'll snoop around a bit to see if I can find a...I'll snoop around a bit to see if I can find a tool or script that can do this. May be a while before I can settle in and really focus on it, but it's on my radar.David Nevillehttps://www.blogger.com/profile/02056523706172459563noreply@blogger.comtag:blogger.com,1999:blog-843920362647997066.post-85508474229150136862010-03-26T01:16:59.947-07:002010-03-26T01:16:59.947-07:00Yea UV mapping can be a real mess. Sometimes it ta...Yea UV mapping can be a real mess. Sometimes it takes me longer to just UV map a model than it takes to make the model. I don't know what is available in Blender but there could be a tool hiding away to make your pieces all the same size. In Wings it is called normalize sizes. <br /><br />Otherwise I often get UV mapped parts that are half squished, somewhat curled up, or wavy. Sometimes what you have to do with those is select all of the lines that are supposed to be virtical and scale them horizontally to 0% and then select all of the lines that are supposed to be horizontal and scale them virtically to 0%. This usually gets everything straight and makes everything much easier to texture. But things likely work diferently with Blender so I don't know if any of this is any help. Sorry.Andrakonhttps://www.blogger.com/profile/02228468959528933376noreply@blogger.com