UV ROT bug?

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Doogs
Posts: 41
Joined: Wed Oct 16, 2002 1:16 am

UV ROT bug?

Post by Doogs »

I'm having a really really hard time figuring out this. I'm very upset. For some reason whenever i create faces, they seem to alternate uv rot. For instance I create a grid from a plane, and the uv rot goes from face to face as in such a way:

uv rot up
uv rot left
uv rot right
uv rot down

etc.

It is very very annoying when im trying to create landscape... Is there anything im doing wrong? Please help, if not it must be a bug.

RonC

Doogs
Posts: 41
Joined: Wed Oct 16, 2002 1:16 am

Post by Doogs »

okay .. no replies? Does anyone have these problems????

RonC

z3r0_d
Posts: 289
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Post by z3r0_d »

well, it isn't really a bug nor not one

you see, the direction the things are rotated I guess depends on the internal structure somewhat

which alternates things like that

the reason it is not a bug is because it isn't defined which way things shouls be rotated, it is a small distinction and perhaps it should always rotate clockwise [around the normal].

you really should not be rotating the uv on more than one face at a time though, it is much better to mess with things like that in the image window. [and that for a landscape you probably want a modified from window mapping anway]

bjornmose
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Location: Denzenberg, could walk to Hölderling-Tower
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Post by bjornmose »

It is the subdividing code creating faces that way. IIRC the reason is to make code for UV interpolation of already UV- mapped faces only have to care for 16 cases /* compared to 4 * 16 quite a bargaing */
However if you need a grid with uniform UV 0..1 mapping per face create a *real* grid from the toolbox. Still like z3r0_d i wonder how to make a good landscape with that mapping.

BM

ideasman
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Joined: Tue Feb 25, 2003 2:37 pm

Post by ideasman »

Just set the UV coouds Bounds 1:1 then work from there.

Doogs
Posts: 41
Joined: Wed Oct 16, 2002 1:16 am

Post by Doogs »

okay well if i do bounds 1:1 i still have to select it face by face... Also, if I want to create a non-repeating landscape for my game : such as blended textures, etc... Sizing those to match the window UV's is really hard...

Solutions?

RonC

Falgor
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Joined: Tue Sep 07, 2004 7:19 pm
Location: Israel

Post by Falgor »

I really dont like it either. In my opinion the uv wrapper, or what's it called, should just insert the image like the way it is into every single face without any rotation or other monkey business. I think the whole rotating thing is needless. Or if you decide to want to rotate, then you can choose it, but as a default it should be not rotated.

This is a serious factor in slowing down seamless texturing and should be taken into edit. If you wanna do seamless textures when the uv wrapper rotates the images on every face, you gotta be real wizard to create a seamless texture :o

Change it, please. Oh, Dont twist again, like you did last release, don't twist again, like you did last year :wink: .

Blender is a great program.

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