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Sweet Home 3D Forum » List all forums » » Forum: 3D models and textures » » » Thread: Determine Texture Surfaces for Blender Models » » » » Post: Re: Determine Texture Surfaces for Blender Models |
Print at Feb 9, 2026, 11:41:48 PM |
| Posted by MarkusBohu at Jan 30, 2026, 6:34:05 PM |
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Re: Determine Texture Surfaces for Blender Models Thanks again. That's very useful. One last thing: For some reason SH3D still imports the object files at a scale of about 100/1 even with Magnetism off--but as you said, it's easy to scale them, so I'll just not worry about it. Regarding the surface textures. I'll have to dig into that. I still have trouble figuring out how to select all the surface triangles, since there could be thousands and in a 3D view, it's not that easy to even be sure what you're clicking on. Seems like it involves a lot of painstaking work. One thing that I do not understand is, why SH3D maps textures in an unexpected way, when I'm not specifying multiple surfaces. I would expect that a 2-dimensional texture would be mapped to an object that has faces pointing in different directions (but not defined as separate faces) as if that texture was a thin sheet that gets wrapped around the object (just like when you wrap a car with some custom design graphics) But instead the texture is applied so it faces correctly on ONE of the surfaces but then gets cut through like a 3D cake--which makes it look completely incorrect on all the faces that have a different orientation than the first one. I wonder who would ever want it to be done that way? I assume there is no setting in SH3D that would change how textures are mapped? Here is an example of a powder coated black metal texture. The object does not have different surfaces defined, and if I apply the texture to the entire object, only one face has it applied correctly. But if I wanted the texture to be applied correctly everywhere and wanted to be really detailed about it, I would have to define EVERY surface, including the inside of every single hole cut. That seems crazy. Why wouldn't SH3D simply wrap the texture correctly? ![]() |
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