![]() ![]() ![]() Now we deselect the object and voilá, it appears texturized by the UV texture map we have imported. A little menu will pop up for Texture type, where we must choose "Diffuse". We right-click it and drag it onto the "default" icon. Now we have an icon for the UV Texture Map in the Outliner window. Nataia Zelmanov's tutorial provides a map in jpeg format. Import a "UB texture map" via File - Import image. You don't need to do anything with this, so just close it, but the object must remain selected during the whole process. This will open the "Auto UV" window and the UV map will be applied to the object. Select the whole object and do UV mapping (right button menu). It's stressed that you can't work on any other file, even though you save it later as a sculpty. First you import a previosly filed Second Life sculpty. Like Tyson, I followed the Mermaid Diaries' tutorial (Natalia Zelmanov, ), where texturing SL Sculpts in Wings 3D is explained as follows: Hello, as it seems Tyson Tigerauge never continued with this topic but, as I have exactly yhe same problem, plus a different one, I will explain here and hope that someone can help. I just found this tutorial on working with UV's and textures in Wings. If you're having trouble making your diffuse texture appear on the model surface, did you maybe forget to refresh the view after you assigned the texture to the model? I haven't used Wings in a while, but I do seem to recall that that was a necessary step. If you did in fact actually mean UV map, then I'm not sure what you mean by such phrases as "the map doesn't show on the image" or "I don't see the map on the image". They depict the coloring, the 'paint job', of a model. Diffuse maps are the kinds of images we refer to as "textures" in SL. UV maps tend to look like grids or frameworks. In other words, they show how the 3D surface unfolds into a 2D surface, similar to how a globe might unwrap to form a geographical map. When you say "UV map", do you perhaps actually mean "diffuse map"? Just to clarify, UV maps depict the locations of vertices from the 3D model on the 2D texture canvas. I suspect maybe we're having a terminology mismatch. If you change that, your sculpties won't be sculpties anymore they'll be arbitrary meshes. Every sculpty's UV layout is the same, just a perfectly uniform grid. Sculpties do not support arbitrary UV layouts or arbitrary topology. The correct mapping is already in place on the sculpty template objects. I'm a little confused as to why you might be trying to alter the UV mapping of sculpties. Care to post a link to the tutorial in question, and a more detailed description of what you did and what you were trying to do? Without knowing more about what you were doing, it's hard to pinpoint where you went wrong. ![]()
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