|
Post by scapegoatdorian on Dec 3, 2020 17:31:09 GMT -5
Ok, this is probably super dumb and I'm not even sure this is the right place to post this, but it's making me so frustrated it's giving me heartburn. So I come from blender 2.8, and there it's super easy to properly scale uv maps to fit the texture - not just universally, but you can also make it longer/taller/etc. But s4s only supports 2.7, and for I have absolutely no idea how to properly resize the map? it's only letting me resize it completely, when I'd need to also make it shorter to fit the new texture which is a square. From what I've been able to find online there should be a shrink/fatten option but mine is missing???? Please help, I'm sure it's something super easy but I can't find anything because all the resources I've found only help with the succeeding versions of blender. (please ignore the black scribble, I was fiddling with everything trying to find those commands and it happened and I cannot undo it)
|
|
|
Post by mauvemorn on Dec 3, 2020 18:07:30 GMT -5
Hi. S4s supports 2.7, 2.76-2.79. You can do everything in newer versions of Blender, then open the compatible version, append the mesh from the file made in the newer version, assign cut numbers and type, save, import in s4s
to answer your question, simply press S Y 0,5
|
|
|
Post by simmerish20 on Dec 3, 2020 21:08:44 GMT -5
It's easy to scale the UVs in the lower versions, too (I use 2.76). Use S for scale (just S for scaling the whole map), then press either Y for vertical or X for horizzontal if you want to scale on just one axis. Holding in "Ctrl" lets you scale in increments of 0.1 (0.5 is half the size, for instance 2048x2048 --> 1024x1024). Look at the number down to the left to keep track. Holding in "Shift + Ctrl" lets you scale in 0.01 increments.
And a tip - I tend to extract the original UVmap, scale this as precise as possible, preferably with Photoshop or some such (and move to where I want it if I'm remapping something) and use this as a guide. That way I know exactly where to put whatever I'm remapping, and how big it needs to be. Using the texture is unprecise at best, because you're more likely to be off by a few extra pixles.
|
|
|
Post by mauvemorn on Dec 4, 2020 10:11:20 GMT -5
It's easy to scale the UVs in the lower versions, too (I use 2.76). Use S for scale (just S for scaling the whole map), then press either Y for vertical or X for horizzontal if you want to scale on just one axis. Holding in "Ctrl" lets you scale in increments of 0.1 (0.5 is half the size, for instance 2048x2048 --> 1024x1024). Look at the number down to the left to keep track. Holding in "Shift + Ctrl" lets you scale in 0.01 increments.
And a tip - I tend to extract the original UVmap, scale this as precise as possible, preferably with Photoshop or some such (and move to where I want it if I'm remapping something) and use this as a guide. That way I know exactly where to put whatever I'm remapping, and how big it needs to be. Using the texture is unprecise at best, because you're more likely to be off by a few extra pixles.
There is no need to do all of this. The texture for TS4 is exactly twice as long of the default square uv space. Shrinking uvs by half with S Y 0.5 will bring them to the original size
|
|
|
Post by simmerish20 on Dec 4, 2020 13:57:53 GMT -5
^ They are general tips for resizing UVs in Blender (2.76, not sure if it works in 2.7 but probably?) in case the OP ever needs it for other projects.
|
|