I have an object I cannot map an UV image onto

leo04leo04 Posts: 395

I have this object that I cannot map an image on or a shader on it.

Any ideas what is causing this issue?

I should mention that I can map  it on but it doesn't display. The UV map shows up in the Surfaces tab in the Diffuse Tree under Base but does not display.

I have tried reseting the Tiling but that hasn't worked either.

I am using the City Building Shaders Vol1 in case you want to test that.

Thanks.

Post edited by leo04 on

Comments

  • lilweeplilweep Posts: 2,775

    Textures and UV maps are two different things.

    Yes, Texture maps "show up in Surfaces tab", so I assume you are talking about Texture maps, not UV Maps.  UV Maps dont show up in the Surfaces tab except for option where you set "UV Set".

    Anyway, from what I can tell that object doesnt have a UV Map, hence why you cant apply textures to it.

  • lilweeplilweep Posts: 2,775

    edit: by the way, your shape was just a random rectangle. so just use a primitive instead, and then apply the shader to that.  problem solved.

  • Richard HaseltineRichard Haseltine Posts: 108,993

    UV Mapping gives details of how an image should be wrapped around a model (for each polygon it gives each of the vertices that define it a U and a V value, from 0 to 1, which mean that that vertex lies on an image U * width in pixels across and V * height in pixels up on the map, then the polygon gets the chunk of the map defined by those points aplied to it.* It isn't the images that are UV Maps, though they will generally (if the model isn't set up to take repeating patterns) be laid out to match the UV Mapping.

     

    * more strictly the polygon is generally broken up into triangles and then each triangle defined by three vertices on the map is applied to the matching triangle on the model - this breaking up nto triangles can soemtimes produce unexpected results with oddly shaped polygons.

  • leo04leo04 Posts: 395

    lilweep said:

    edit: by the way, your shape was just a random rectangle. so just use a primitive instead, and then apply the shader to that.  problem solved.

    So this is from a FBX file that I purchased online from another source. It is a model of New York City and I want to use the shader to texture the buildings in it.

    There are hundreds of these object so replacing and recreating them is not an option at this point.

    Is there any way to take that random rectangle and give it a uv map or what ever I need to texture it?

    Thanks.

     

  • Richard HaseltineRichard Haseltine Posts: 108,993

    It needs the right UV map - which may simply be to apply the image to the whole thing (that is, bottom-left corner (0,0), top-riight (1,1) and so on - that would make sense if the original is projecting a map onto the plane) but editing a lot of objects that way would be more effort than  repalcng them with planes, I fear.

  • lilweeplilweep Posts: 2,775

    leo04 said:

    lilweep said:

    edit: by the way, your shape was just a random rectangle. so just use a primitive instead, and then apply the shader to that.  problem solved.

    So this is from a FBX file that I purchased online from another source. It is a model of New York City and I want to use the shader to texture the buildings in it.

    There are hundreds of these object so replacing and recreating them is not an option at this point.

    Is there any way to take that random rectangle and give it a uv map or what ever I need to texture it?

    Thanks.

    There probably is some way to UV map a hundred unique objects all at once.  But I wouldnt know how, other than going one-by-one in Blender and smart project.  And then exporting each as obj, and then going into your scene, finding the appropriate object(s) and loading the new UV set, then selecting the new UV set.

    I mean, that could give you a starting point to use your generic shader, but the more important question is: why did you even buy this... 

    Going through the whole environment design/creation process just for some (i assume) bad assets that you have to texture yourself doesnt seem worth it.  there's probably free stuff that's just as annoying to set up or easier.

  • crosswindcrosswind Posts: 9,681
    edited February 2

    If it was an FBX format file on sales, it should be UV mapped otherwise those who buy it would have no way to use it directly ~~

    So, how did you import FBX into DS ? or what was the software with which the model was made (described on the product's webpage...) ?

    Post edited by crosswind on
  • lilweeplilweep Posts: 2,775
    edited February 2

    They never said it came with textures, so i assumed it didnt.  I was imagining it was just a city blockout.

    If it did already come with textures (might have been a good thing to mention), then yes, they exported/imported wrong or the vendor uploaded the files incorrectly.

    Post edited by lilweep on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,431
    edited February 3

    if that city was created using Openstreemap to mesh OSM2mesh

    then it should be somewhat UV mapped with very basic patterned textures 

    Post edited by WendyLuvsCatz on
  • leo04leo04 Posts: 395

    crosswind said:

    If it was an FBX format file on sales, it should be UV mapped otherwise those who buy it would have no way to use it directly ~~

    So, how did you import FBX into DS ? or what was the software with which the model was made (described on the product's webpage...) ?

    So this is a free file of Manhattan. AlL I wanted to  do is create a texture or map on it that would make it look "real". It is a nice file, very detailed and there is some uv mapping on it but not the buildings.

    I will keep looking into it to see what options I might have.

    Thanks.

     

  • felisfelis Posts: 6,042

    Does the object have surfaces?

    Anyway, it can easily be done in blender.

    Import the object to blender.

    Go to Edit mode: select all (A) and UV > Smart UV Project.

    Now it is UV mapped, and can be exported. Be aware of differences blender to DS. Unit blender 1m, unit DS 1cm. And oreentation in blender is X, Z, -Y compared to DS.

    If you want to get the UV map as a texture. Go to UV Editing: select all (A) and UV > Export UV Layout, and give it a name and a texture size.

Sign In or Register to comment.