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Blender UV size

BlenderNewbie
polycounter lvl 9
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BlenderNewbie polycounter lvl 9
Hello everyone :)!
I have a problem, that is bother me a lot of time.
I making game, and need fixed "texture size" for all models. I mean i need UV map size references to model size. So if i unwrap smaller cube for example i will get smaller UV than if i unwrap bigger one. And what is important i need fixed size, so i can for example set that polygon 1 x 1 is 16 x 16 pixel on the texture for all unwraps and all models.
Don't know how to google it right, can't solve this for weeks :(.
I hope you understand my poor English! Thanks in advance.

Replies

  • walkonsky
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    walkonsky polycounter lvl 11
    In case approximately the same texel density (i think this is what you are referring to) is enough, I can think of a more or less easy solution: Use the UV test grid texture of Blender while unwrapping your meshes. Just create a new texture with the UV test grid and unwrap all your meshes on it. You can then scale the UVs for each mesh so that the scale is approximately the same. The grid texture makes it relatively easy to see how to scale them.

    If you need the texel density to be exactly the same I can only think of a more or less cumbersome way: unwrap all your meshes as a single object. Then use the 'average island scale' function. The texel density for each UV island is going to be the same then.

    For both cases, you might get a problem with threedimensional forms that can only be unwrapped to be twodimensional with stretching if you dont add more UV seams. You might have to add more seams than normally necessary to eliminate this kind of stretching.

    For further help, it might be helpful to know what exactly you are trying to do.
  • passerby
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    passerby polycounter lvl 12
    in the case of making everything in the same object consistent, select all in the UV editor and press control+a, which will average teh sizes of all the UV's according it's its geometry size.
  • BlenderNewbie
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    BlenderNewbie polycounter lvl 9
    walkonsky wrote: »
    If you need the texel density to be exactly the same I can only think of a more or less cumbersome way: unwrap all your meshes as a single object. Then use the 'average island scale' function. The texel density for each UV island is going to be the same then.
    Texel density, ye that's right, thanks! Unwrap as single, but i have some little extra work to make sure that texel density is the same as all my models(from over files, there is a lot of them). I can add some polygon 1x1, unwrap it with everything, and scale all map til this polygon uv will be 16x16 on texture. But is there no easier way? I am pretty sure in the past i see some kind of plugins, that do this, but not for blender. Isn't there some python script? If no, that's fine to do it "hand way", but i want know for sure.
    Either way thanks for your answer. :)
    passerby wrote: »
    in the case of making everything in the same object consistent, select all in the UV editor and press control+a, which will average teh sizes of all the UV's according it's its geometry size.
    Ye it will be kinda like it, but i'm want to just right parameter like 1 in blender is 16 pixels and everything will unwrap like this. It will be so much time saver for me.
  • seoway10
    Try to make it in a different way as through the UV one can get more what you have been looking!

    PE causes
  • EarthQuake
    Assuming all your UV islands are evenly dense, simply measure one area in 3d space, calculate how much UV space you want, select all elements and then scale everything until the measured element is the correct size(and thus everything is correct).
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