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UV textures

Posted: Mon Sep 18, 2017 1:35 pm
by GSTUDIOS
UV mapped textures created with quad face tools (SketchUp Pro 2017) are read as thousands of textures when opening in Raylectron - is this normal / efficient? (about 10 curved components with 1000+ faces each)

Are there ways to reduce number of textures significantly?

Re: UV textures

Posted: Mon Sep 18, 2017 1:40 pm
by Support
The reason is because they are exported as triangles and each have a deformed texture. Do you have a screen shot of the shape?

Re: UV textures

Posted: Mon Sep 18, 2017 1:45 pm
by GSTUDIOS
FIREPLACE_wide_block_single_f2.png

Re: UV textures

Posted: Mon Sep 18, 2017 1:46 pm
by Support
The image did not upload

Re: UV textures

Posted: Mon Sep 18, 2017 1:50 pm
by GSTUDIOS
I saw it in preview - is there a size limit (mine was 1.3MB)?
FIREPLACE_wide_block_single_f2.png
FIREPLACE_wide_block_single_f2.png (1.35 MiB) Viewed 8956 times

Re: UV textures

Posted: Mon Sep 18, 2017 1:54 pm
by Support
oh ok, if you use ThruPaint on them, they may turn out ok, but the problem is painting a sphere like object will distort the texture to fit the poles, that's why you get a bunch of little texture per triangle.

Re: UV textures

Posted: Mon Sep 18, 2017 2:00 pm
by GSTUDIOS
I am planning on reducing the number of faces by a factor of 2 / 4 and soften them more to achieve a reasonable balance for the texture folder size - is that the best option?

Re: UV textures

Posted: Mon Sep 18, 2017 2:03 pm
by Support
no I wouldn't do this, I would try with ThruPaint instead, it's free. Have you tried it before?

Re: UV textures

Posted: Mon Sep 18, 2017 2:05 pm
by Support
another thing you can do is paint it with the normal SKP paint, once exported in Raylectron, edit the material and on the texture icon, right click on it and select "Recreate UV" then adjust the texture size and direction, maybe that will work much better, you won't get all these little texture, just one.

Re: UV textures

Posted: Mon Sep 18, 2017 2:06 pm
by GSTUDIOS
I was using thru paint, but I got some texture distortion (stretching) on tight curved surfaces.

Re: UV textures

Posted: Mon Sep 18, 2017 2:08 pm
by GSTUDIOS
Ok - I will try recreate UV in Raylectron.

Thanks.

Re: UV textures

Posted: Mon Sep 18, 2017 2:09 pm
by Support
yes that's normal, it's like trying to cover the object with a cloth, without folding or cutting the tight spots so it fits. Have you tried my other suggestion?

Re: UV textures

Posted: Mon Sep 18, 2017 2:24 pm
by GSTUDIOS
Tried recreate UV in RL - works okay, except softening of faces is lost somehow?
BOWL_globe_6.2.png
BOWL_globe_6.2.png (984.64 KiB) Viewed 8952 times

Re: UV textures

Posted: Mon Sep 18, 2017 2:25 pm
by Support
have you made sure the object is grouped in SKP? if not, the smooth UV will not be exported, skp bug.

Re: UV textures

Posted: Mon Sep 18, 2017 3:10 pm
by GSTUDIOS
Recreate UV seems quite good - I do see a few seems - does the textured map correctly across right angle surfaces?

Re: UV textures

Posted: Mon Sep 18, 2017 3:48 pm
by Support
It does it's best to map it without seems but on some surfaces, you will see them, nothing can be done about this, like I said, it's the same as if you take a patterned towel for example and try to wrap a sphere with it, you're not going to be able to get a 100% texture wrap without deforming it.