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Old 05-04-2009, 09:58 AM   #1 (permalink)
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STC #38 - April 5 - April 12 - Adjustable Spanner




Note: The UV Coordinates are of a 2:1 ratio, ie. 1024x512.

.
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Old 05-04-2009, 01:07 PM   #2 (permalink)
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Woo, I'm so on this
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Old 05-04-2009, 10:59 PM   #3 (permalink)
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looking forward to this one
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Old 06-04-2009, 03:20 AM   #4 (permalink)
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I'm pretty new to ratio UVs, but these seem to be 4:1?

ie - when I render out a UV Template it only comes out without any distortion when I make it 1024x256.

Am I missing something?
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Old 06-04-2009, 04:46 AM   #5 (permalink)
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Could you give us a screen of it? Also, what application are you using?

I assure you it's 2:1 really.
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Old 06-04-2009, 09:08 AM   #6 (permalink)
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It is 2:1 indeed. It works for me on a 2:1 ratio. (Max obj file that is)
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Old 06-04-2009, 04:58 PM   #7 (permalink)
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Well, like I said I don't really know about these types of UV maps. I might be thinking about it wrong though.

I just applied a UVUnwrap to the obj and clicked Render UV Template. When I used a ratio of 1024 wide and 512 high, it rendered the template like the first image, but when I made it 1024 x 256, it rendered correctly like the second image.

I feel like I'm about to be given a crash course in UV ratios
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File Type: jpg UV 01.jpg (45.6 KB, 60 views)
File Type: jpg UV 02.jpg (27.9 KB, 47 views)
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Old 06-04-2009, 05:13 PM   #8 (permalink)
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Mickyg, I think your uv's aren't loading right, thats just a planar, and the provided uv's have separeted parts on it, 2:1 ratio works fine for me.
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Old 06-04-2009, 06:26 PM   #9 (permalink)
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Quote:
Originally Posted by phalogore3d View Post
Mickyg, I think your uv's aren't loading right, thats just a planar, and the provided uv's have separeted parts on it, 2:1 ratio works fine for me.
You're absolutely right. I re-imported and the UV looks correctly laid out now. Sorry for filling the thread with this, my next post will be my entry, I promise!
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Old 06-04-2009, 11:43 PM   #10 (permalink)
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Hi, I almost run out of time on this one, after finishing the textures I had about 15 mins left to tweek the shader in the render engine.

3 metal textures, some rust textures, a spring photo, and the rest is hand painted, normal map with the nvidia plugin, screenshot from marmoset toolbag



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