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Robert
After automatic decal mapping I get a puzzle of my decal in the UV viewer.

For what can I use it?

Robert
3DPainter
Hi Robert,

If you use automatic decal mapping, 3DPainter divides the decal in a number of square tiles. Each tile will hold the texture data of a single patch of your model. An automapped model should then be painted in projection paint mode, which will fill the tiles with the paint you apply. As you can see in the screenshot, the tiles only makes sense when assembled on the model.


[attachmentid=20968]
Left: The decal as seen on the model. Right: What the automapped decal looks like 'behind the scenes'.

Best regards,
Filip
Robert
Hallo Filip,

thanks for your fast reply.
That`s all clear, but why are the tiles not organized so I can see the original decal?

In a simple example I tried three possibility for 3Dpainter.
Left -> sphere with grey decal
Middle -> sphere flattened with grey decal
Right -> sphere without decal, automapped + projection paint
On the bottom the UV viewer of the examples.

[attachmentid=20971]

In the left an the middle example I can paint either the 3D viewer or the UV viewer, in the automapped example it will be very difficult to paint in the UV viewer. smile.gif , so for what can I use the UV viewer??? I can not paint on it, I can not export to an external image editor ....??

But if I change the columns of the automapped tiles (1=4, 2=3, 3=2, 4=1) and after that turn the whole 90 degrees I get the painted face.

[attachmentid=20973]

btw I like your program, it is what I always dreamed of.

Best regards

Robert




KenH
That's the standard way automapping works. To the software, they're just numbered tiles that it knows where to put onto the model. It doesn't know how to arrange them so they make sense in a 2D program.

If you want to paint the image in a 2D program after obviously use the first two techniques. If you want the convenience of not having to flatten the model, use automapping.
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