Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 20-02-2005 , 07:13 AM
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texturing.

Ok. I've read and seen about a hundred tutorials on texturing and I know how to do it now. But I can't texture anything because everytime I load my texture onto the lambert and apply it to the object, the image is stretched and blurred completely in the UV texture editor.


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# 2 20-02-2005 , 07:26 AM
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Are you creating the UV map first? Unless I misunderstood you, it sounds like you're applying a texture then trying to manipulate the UV map. If so, then you're working the wrong direction.

Another thing make sure of is that the texture map is a square image; 512x512, 1024x1024, etc.

If I'm off on both these, please clarify the problem. Detail the procedure you using.



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# 3 20-02-2005 , 07:29 AM
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First I map the UV's. Then I save the uv snapshot and make my texture. Then I create a lambert and apply the texure to it. When I look at it in the editor, it is messed up. And yes my textures are all square.


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# 4 20-02-2005 , 07:32 AM
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I was messing around with the image range and changed it to grid size. That shows the image up right but it's bigger than the 1 unit. I need it to resize right in the 1 unit.


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# 5 20-02-2005 , 07:40 AM
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Image range settings should normally be min U&V=0, Max U&V=1



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# 6 20-02-2005 , 07:43 AM
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They are but here is what it looks like with grid size image range.

Attached Thumbnails

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# 7 20-02-2005 , 07:44 AM
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And here is what it looks like with the normal image range settings.

Attached Thumbnails

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# 8 20-02-2005 , 08:02 AM
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I'm trying to replicate your problem. What image type and size is your texture?



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# 9 20-02-2005 , 06:56 PM
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The image is a bmp and it is 1024 x 1024. I also tried it in 512 x 512.


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# 10 21-02-2005 , 06:40 AM
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Not a clue. I can't replicate the problem. Can you upload the scene with the texture? I'd really like to help, this is a new one for me. Switching to grid should repeat you texture to all quadrants, so there's a variable here we're missing.



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# 11 21-02-2005 , 08:32 PM
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Ok, I'll try to get the scene up.


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