I have unwrapped a mesh and then tried to render this mesh in blender. The image texture came out significantly larger than it did using other uv unwrapping methods. I need my textures to be a uniform scale, so I was wondering whether you know how I can fix this?
I have textures made in blender that were used on 3D models that I unwrapped in blender. I exported the 3D files to unwrap them in Unfold3D (CG) and then imported them back into Blender. The materials look completely different. I am happy to show screen shots, how do I post them?
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Thank you for the screenshot, it really helps to understand your problem. Remi is the one who could answer you, but I'll try to help you because he can't for now.
So, in Unfold3D CAD, when you do an Unfold the algorithms [try to] keep the size of each edge at 1:1. But Blender unwrap the mesh in the normalized space [0;1]. What we are going to do is to tell Unfold3D to crop the UVs into the normalized space.
First, when we unfold the mesh we have to define the size of the UV tile to fit the map. Look at my example (with a sphere), I have used the "Fit" button and then I manually define the size of the tile on u and v dimensions to 4.5 to have a squared tile.
Then we have to export the whole thing as an obj file using the exporter (File->Export...) and tell the exporter to crop the UVs. Look at my example: 1. Choose where you want to save and the name of generated files 2. Select "Current UV tile" 3. Set the size you want for the exported picture 4. Tick the "Obj file (.cropped.obj)" 5. Tick the type of picture file you need (.bmp in my example) Then press Export files, and it's done. When you import your file cropped into Blender it should work.
Maybe there is a shorter way to get to this result, when Remi will come back he will tell you. But I hope it will help in the meantime.
Let me know if it works, or if you need anything else.
I think your problem doesn t not come from the unwrapping method but rather from your material settings in Blender. Maybe you can post here a screen shoot of the UV mapping you get with Unfold3d and the one you get using other unwrapping method, it will clearly help.
Whatever if you obtain a clean unwrapping under unfold3d there is no reason you should have bad results inside blender. It a bit weird but on the right picture it is like you have 2 different textures applied on the same part of the model.
I am glad the screen shots explain my problem better.
I have a library of materials that are already saved and are applied to new 3D models as they are made. Previously we unwrapped our 3D models using Blender. We do not want to edit the materials.
Our materials use images to make textures, and the problem is the normals. If I can solve this problem by changing the settings in Unfold 3D that would be great. The left and right screen shots above are of the same materials. The left image was unwrapped in Blender, the right was unwrapped in Unfold3D.
I am trying to follow Thierry's instructions to export the unwrapped mesh so the normals are smaller, but I am confused. What do you mean the type of picture I need? I need the mesh to be unwrapped?
And Remi, you want an extra screen shot of the unwrapped UV's? How should it be different from the last one?
There is no visible problem with the unwrapping created by Unfold3D. They have roughly the same size in Blender. So I suppose that the difference in the rendering comes from the blender's shader. I will contact you by private message, and you could send me your blender project if you're agree.
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