#help with scale

1 messages · Page 1 of 1 (latest)

royal egret
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hello!

so, I want to scale the size of my model but when I do it becomes kinda messy and my skin vanishes

I know that I need to to something after, but i can't recall what, can some kind soul help me? D:

i want to go from 64x128 to 1024x2048 (the reason? idk, a friend of mine used this scale in cpm and I need to follow to match some textures)

ornate iglooBOT
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Welcome to the help forum!

Please make sure to read #1029373817119838218 as it may answer your question!

Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.

gaunt lichen
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and as you can see here the head is now using this tiny part of your texture instead, which is transparent, hence why it's invisible

royal egret
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gotchaa

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in that case, should I increase the value from the skin file?

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and how can I increase the size of the uv face properly?

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there a easy way to do that?

gaunt lichen
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idk why your friend's cpm model would need that texture size specifically to be honest, so I'm not quiet sure what you actually need to do and what is a misunderstanding.

royal egret
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i think I can just reduce the size and try to play around

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but one thing that I want to ask too

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about the uv faces

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there's a tutorial about it?

gaunt lichen
ornate iglooBOT
# gaunt lichen !faq uv-mapping
FAQ
Blockbench: UV Mapping

Definition

A UV map or just "UV" is the information in a model, which parts of a texture are shown on which parts of a model. UVs can overlap and hence cause several parts to use the same area on the texture.

Editing a UV Map

You can edit a UV-map trough the UV window in the top left.
Make sure to have a cube selected which you want to UV map and freely resize/move the selection box in the UV window.
You cannot resize the UV selection if you're using Box UV

What do the value fields below the UV window mean?

Per-face UV: The first two values are the x/y position (with 0/0 being in the top left
corner) of the UV map, and the last two values its width and height.
Box UV: The 2 values are the x/y position of the UV map. The size of the UV map depends on the size of the respective cube.

I don't wanna bother with any of that, just let me draw on the model!:

Select all elements (Ctrl+A) and, create a new texture and make sure to select "Template" as type.
This will create a new texture that will keep already existing texture information, but assigns each element a unique section in the texture.

royal egret
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heyy

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how's going?

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this is my last question (I think)

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i want to do a oni mask to my player model, i couldnt find any mask model to use as my first step

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f you were to make this mask on your model, would you make it in a separate file and then join it together?

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or would you make in the same model

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what's the best option?

gaunt lichen
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same project probably

royal egret
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okk