#I'm trying to make a model
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okay i found it but how do i unhide it
Tools are hidden if the current situation/format/selection doesn't makes sense for it.
So unless you have a UV selected it won't show up I guess.
How do I select a uv
actually, any cube selection will suffice.
But in general you just click a face to select the UV. Or you select a cube, and then select the faces at the to pof the UV section (North, South etc.)
Ah okie
Also, keep in mind auto UV only works in per-face uv. It wouldn't make sense in box-uv (since that's already auto uving basically)
Not home right now but thank you!
so should i be in edit or paint to click the face
Edit
Since UV is part of the model data, not of the texture data
And Edit mode is for model stuff, paint mode for texture stuff
As I said, clicking a cube should be fine too.
It just has to be a cube (not a mesh) and the cube has to use per-face uv (not box-uv)
how can i tell which uv its usiing and whats the diference between a cube and mesh
how can i tell which uv its usiing
By whether it shows the 6 directions at the top of the UV or not (when you have a cube selected). Also in File > Project...
whats the diference between a cube and mesh
A cube element can only be a cuboid, nothing else.
A mesh element (only available in a "Generic Model" project and some plugin specific ones) can have its vertices edited and its shape deformed etc.
Box UV is a UV mapping mode in which all UV sides of a cube are stuck together (similar to a cut up dice) and their size depends on the dimensions of the cube. In comparison to per-face UV-mapping, individual faces cannot be mapped separately, and the size of the UV map cannot be changed individually.
Box UV is currently mandatory in the Modded Entity format and optional in all other formats.
You can change the UV Mode in the project settings (File > Project...).
ah
well this is modded entity so that explains that
so theres basially already auto uv??
Yeah....i'm gonna be real i think imma quit
this barely makes sense relaly should have tutorials in program
box-uv already auto resizsed the (stuck together) UVs based on the cube size (and project's texture size setting), yes.
Blockbench is very self-explanatory for the most part.
And I don't know what you are looking for in the first place. You said you are looking for auto-uv, but are in a format that already enforces box-uv, which already resizes the UV based on the cube size.
I’m mainly having troubles with textures, the box seems to go off the texture map when I resize it, and when I try to increase the size from 40x40 to anything bigger, it makes it smaller
You need to resize the texture (or generate a new template texture) in that case.
Changing the 40x40 at the top to something bigger it tells the program to treat textures like that size, even if they are smaller/bigger.
So if you set that to 64x64 it will treat a 16x16 as if it were 64x64 (so each pixel would be 4 UV units in that example)
Usually people make the model first and then make the texture (less of a hassle with UVs etc.)
so how do i make it so all these textures aren't overlapping
creat a new template texture
and make sure to not have "keep multi texture occupancy" ticked if that's an option that shows up