Editing UV map in NifSkope: one texture instead of tiling

Post » Mon Sep 28, 2015 11:13 pm

I was hoping someone could give me some advice on how to edit UV maps in NifSkope. What I am trying to do is edit the undersides of the Emperor Mushrooms so that they use a single texture rather than repeat and stretch the tx_emperor_parasol_02 texture. Is this a matter of simply dragging some of the vertices around?

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Matthew Aaron Evans
 
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Post » Tue Sep 29, 2015 12:10 am

Remaking the UV in a graphical redactor would be much, MUCH faster and easier.

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Jack Bryan
 
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Post » Mon Sep 28, 2015 8:26 pm

Do you mean editing it in Blender?

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Invasion's
 
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Post » Tue Sep 29, 2015 4:27 am

Blender, 3ds Max, Maya, whatever you're most comfortable with.

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Joanne Crump
 
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Post » Tue Sep 29, 2015 5:13 am

None of those, haha. I know how to hold a pen and work with layers, but rarely do any mesh editing. Still, learning how to change the uv map might well prove useful for other projects, too.

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Sammykins
 
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Post » Tue Sep 29, 2015 12:18 am

Well, I use Blender myself, and editing the UV of something relatively flat, like the mushroom tree underside, is not really a hard task. And Nifskope is pretty much required for the finishing touches anyway.

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John Moore
 
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Post » Tue Sep 29, 2015 8:48 am

OK, thanks. Going to experiment a bit.

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Latino HeaT
 
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Post » Tue Sep 29, 2015 4:36 am

Left click on the underside of the mushroom (what you want to edit)

Right-Click on the associated NiTrishape, Select Texture, then select UV Map. Have fun.

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Killer McCracken
 
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Post » Mon Sep 28, 2015 9:40 pm

Thank you for your comment seneca37. I am afraid it's not quite as simple as that. Well, not as far as I can tell. changing the vertices won't prevent the texture from repeating (when I tried all I managed to do was distort the texture further). Currently trying Blender.

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Tinkerbells
 
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Post » Tue Sep 29, 2015 8:11 am

I've done this for the mushrooms before in Blender. Best to set the viewport in blender to view from top- then Choose the project from view option when choosing UV layout. The final step is to flip the vertices so that it actually shows up. That all might sound complicated- but it's really not. The results are well worth it. There are probably tutorials that can guide you through. I'm going to see if I can dig up an old image of the results.
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D LOpez
 
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Post » Tue Sep 29, 2015 2:28 am

Since I couldn't post links with my new account. Oh well, I'm shocked imageshack still has my pictures after all this time. I presume this is similar to what you're trying to do? This is setting uv in Blender as Project from view as I described above.


https://imageshack.com/i/mrmorrowind20120330170738p


https://imageshack.com/i/0qmorrowind20120328161103p
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Laura Cartwright
 
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Post » Tue Sep 29, 2015 6:14 am

Thank you! Yes, this is exactly what I am trying to do. The results look good, too! :-)

Might you *cough* still have those meshes and could I please use them? If not, I understand - I just find the Blender interface very confusing! :-)

EDIT - Hmmm.... I seem to be making progress. Perhaps it's not as difficult as I thought. Thanks again; will post pics in this thread if I succeed.

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Mrs Pooh
 
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