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Author
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Topic: UV Tiles
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FarmerJoe Pilot
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posted 08-05- 01:25 AM
Okay I understand that the bottom left of the texture file is the origin of the UV mapping system used in SDOE. Now in PaintShop the top left of the texture file is 0,0 "the origin". Now here comes the real kicker, the height "V" and width "U" are a vaule of 1. So I bet you guessed what my question is. Q:How can I find the floating point values to enter into my U V tile areas of the UVW mapping gizmo in 3d Studio?Q:On the UVW gizmo when you are rotating the gizmo what does that line mean that looks like the stick on a popcicle? Does that mean the top of the image...or the bottom of the image? Thanks! ------------------ Subaltern FarmerJoe Axis West Three Amigo IP: Logged |
Praetorian Cadet
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posted 08-25- 10:38 PM
I assume you are asking how you calculate the UV coordinates? If so, the values are a range between 0 and 1 which represents a percentage, with 1 being 100%. For a given model point, the UV coords describe a point on the texture that corresponds to the model point. To calculate this, find the pixel in the texture that you want to correspond to the model point. The pixel's X value divided by the texture's width will equal the U percentage. The pixel's Y value divided by the texture's height is the V value. So for a pixel dead center, it is .5 for both U and V. Just imagine a triangle on the texture and you are trying to get the 3 points. I hope my (bad) description helps. I don't use max, but does the 'popsicle thing' seem to be perpindicular to the face you have selected? If so, it may be the face's normal. The normal is the direction that the face is pointed in, so to speak. Basically the side you can view it from. Let me know if I am making any sense. If not, I'll try again.IP: Logged | |