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Texturing hates me?


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I'm trying to make one single little part and every other time I try with something really simple, like a weird cube that holds 99999999999999 units of liquid fuel and weighs exactly 0 tons, it works. But now, I made an eyeball and of course, it doesn't work. Texture and .blend file are below if anyone wants to see if they can help. Anyway, pictures of failure time..

reIL6nJ.png

Mediafire download links: Sorry if you don't like Mediafire :/

Also, sorry that the withlines texture is a .pdn, that's just there so I have the uv lines layer, then the actual texture layer. You need paint.net to open that.

https://www./folder/fz994gf64dv61/eyeball_ksp

(It's a folder. Go to it and download which ones you need to help :) )

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That happens if you don't unwrap the texture first. Open the UV image editor by grabbing about that little + in the upper right and dragging out a second window. Switch to UV image editor. Select your object and go into edit mode. Hit a twice to deselect all the reselect all. With everything selected hit unwrap on the left side. If that is a UV sphere select sphere unwrap. You may also try cylinder unwrap if you don't like the results. After unwrapping select align to object and scale to bounds on the bottom left.

Edited by raidernick
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A sphere is probably not the easiest thing to start texturing. Mainly because they require a lot of seams and are cumbersome to unwrap properly. Try a cylinder first instead. Place a single vertical seam on one of the outer edges and seams along the top/bottom rims(in edge select mode so you dont tag all the verticies). If you want it easier You can also use the smart unwrap function. basically Dont use the default unwrap without placing seams first, The result will look like the picture you posted if you do. Hope this helps

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Sorry if I'm spamming this thread but for some reason I can't edit posts: I tried the cylinder thing and same thing happened with a random thing I drew up quick, and then I used Smart UV Project for this last picture and that's how it came out. I guess I just need to edit the texture now :confused:

aww no more being lazy:(

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The easiest way to make a textured sphere is to remove the top and bottom vertex on the uv sphere. This will essentially turn it into a cylinder. You then do a cylinder unwrap, align to object and scale to bounds and you get a nice rectangular unwrap. Once unwrapped grab the top and bottom vertices and scale them down to 0 to "close" the holes up.

See the nice unwrap I got here.

l8MMhWd.png

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The problem with doing that is it turns out like a cylinder and the texture is supposed to have details instead of just being a cylindrical looking eyeball. If I'm just not realizing something please tell me because this is all new to me :confused:

the eyeball will look like a ball, unless you change it to a cylinder. UV mapping doesn't change the physical shape of the object. All it does is flatten out the shape to UV space, corresponding to X and Y on paper if you will, so the software knows which point on the 3d shape gets which pixel from your texture.

imagine if you ironed a shirt, nice and flat. it's got some pattern on it. This is the UV unwrapped state. Now you change it up into some different shape, as you do when making a 3d model. The shirt looks different, but the pattern remains the same no matter how you bend, fold, roll the shirt.

UV unwrap changes this step around. You start with a shaped; and you flatten it out later so you can apply the texture.

take your eyeball for instance. I marked out the locations on the sphere that correspond to your texture. Red line is the middle of the sphere. The texture itself needs to be adjusted: The veins and the blue eye area should be on opposite sides of the map, the polar sections. The equator area is largely featureless, unless you want stuff there. The UV is then adjusted accordingly as you will be looking at the eyeball from either poles most of the time. So the UVs are flattened out from points of interest. You want the least amount of distortion at points of interest, so those areas should be the center of your UV patches; areas that are largely flat and featureless, you can push those toward the edges of your UV patches where distortions are more likely to occur. So in the 2nd UV unwrap the ball is split along the equator instead of vertically, the top half mapped to the eye side of the adjusted texture; lower half mapped to the back of the eyeball.

FhnStZU.jpg

Edited by nli2work
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