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using the UVmapper in Zmod2.


richard the pissed
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richard the pissed

so, is the uv mapper unfinished in Zmod2, or is it just sh*t? i can't find any tutorials on using it and so far none of the options seem to do anything. i'm using the latest version. anyone know how to work it?

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no, the uv mapper works. It just takes some getting used to. I found the uv mapper in zmod1 better until i understood how it actually maps it.

But first, how to map. You need to select some faces (in faces mode), detach them (Modify -> Submesh -> Detach: uncheck all boxes).

Right click and select Properties. Then Mesh -> polygons -> material. Select a material from the drop down. ** If you don't do this then it doesn't seem to map any material even if you assign one (see below).**

Then change to vertices mode, select the vertices of the faces, make sure you are in SELECTED MODE. Then Surface -> Mapping -> Edit UV and click the vertices. In the dialog box select generate new and select the material to assign

Now in the UV mapper view select the material. You can move the vertices of the object in uv view and that will move the texture around on the original object.

Now, the reason i like zmod1 better for mapping is that you don't have to detach faces, in zmod2 you need to detach faces that you wish to map with a different material.

 

This is just a basic tutorial, i'm sure there are better ones out there but i am just telling you from my experience using it.

 

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richard the pissed

thanks man. it makes no sense why they changed it from zmod1 though.

 

EDIT: new question: how do you unite objects?

 

it's pissing me off how everything has been moved around for no reason, and the three or four new features could be put into zmod1 instead.

 

EDIT2: found the stupid nonsensical way of doing it.

Edited by richard the pissed
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Ok, if you use zmod1 uv mapper, you will notice that every vertex is detached. That is, if you have a mesh of a few vertices joined together, when you uv map it the mesh in the uv map view will have all these vertices detached. Here's an example:

user posted image

In the second image, i have shown a close up of the vertices. In zmod, all 3 vertices would be in the exact same position that the original was in, but if you move them you can see what i mean.

 

However, in zmod2 it does not do this (i think). All vertices are joined exactly how they were in the original mesh. But instead you must detach the faces that you wish to map. By my understanding this gives you more control over what parts of the mesh you want to detach. And since it isn't doing it to all vertices it means the file it smaller.

 

At least that's how i see it. I'm not the most experienced modder here.

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I still don't see ZM2s reason for doing that. A mixture of using "SEL" with moving as well as the "MUL" button, and hell using the Align tool as well means I don't see the point.

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I guess you're right. I never use the 'MUL' button anyway, i can't remember what it does.

But yes, there are a few things in zm2 that should have been left the way they were in zm1

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