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Let's hope Dave can fill in some of the missing information? But the "undoing" information is Golden.all on its own! That's more information than I expected to get in one answer. 1 and 1, which I believe are the defaults. The UV values are applied to the material texture, so should be global- if you have the entire track loaded in 3DSimEd.Ĥ. I don't know but assume 1 and 1 unless you can determine the value from TRKMaker settings.ģ. My usual take is to go with the flow- see how modifying a value affects the image, then go on from there.Ģ. If I remember correctly, U and V behave differently when applied to racing surfaces as opposed to wall surfaces. Think of numbers less than 1 as a "zoom in" and numbers greater than 1 as a "zoom out to 1, then copy factor over 1". Large and small numbers cause problems- a real small number, and you'll only see a few pixels of the texture a real large number, and you'll see numerous copies of the texture. Apply one of the pair and then the other. On the subject of undoing it- divide 1 by the scale factor you just entered to get the correct scale factor for undoing it. Try -1 to see what happens -1 again will undo it. I'd like to be better at minipulating the U V settings however.perfect would be my goal.
#3dsimed cars not getting same texture trial
UV scaling in this screen shot example are after hours of trial and error and aren't perfect.but would work. The yellow lines just roughly describe each of the polygons (there are three of them) where I've applied a unuique texture. It represents where cars run off the track often at the end of a curbing. I've attached an example screen shot of a section of the track I am working on adding unique textures to the track and side surfaces. I've seen this kind of information before in these forums, and on RSC relative to Sandbox use, but don't seem to be able to find them.and they were not comprehensive anyway (fragmented bits of information only). What setting (numbers) for U and V are used if you want the texture to be displayed "as is" in the polygon (one instance of it stretched to fit the polygon and not tiled or repeated either lengthwise or sidways)? Can I simply apply the U V settings for adjacent polygons (like you can do in Sandbox with "copy forward/backward" tool)?Ĥ. Is there a way to see the U V scale settings that exist in the polygon before I change the texture, so I can reset them to the same ones after replacing the texture?ģ. Do plus/minus numbers make a difference or should you not use minus numbers?Ģ. Takes too long to keep discarding and reloading the object track#.gmt file.ġ. That is hard if not impossible to do in 3DSimED without the "Undo" feature. A little "trial and error" and you can get them displaying the texture as desired. In general, I've built the track originally in SandBox where the use of the U V settings seems easier.still don't know what they do but it easy to set them at different settings and observe the changes. This issue comes up for me everytime I try to replace a polygon's texture with a new one. Neither U nor V like small negative numbers. U seems to move it right or left (reference to the centerline of the track).ģ. What I'm interested is what the box for each does to the texture in the polygon selected?ġ. I'm not so interested in what U V scaling is.I've tried reading those via a Google search and most of the stuff just goes right over my head (I'm not a basic modeling guy to start with). Can you (or one of the 3DSimED gurus in this forum) explain the use, in basic terms, of the U V scaling in the Edit Materials dialogue box?