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3 Dimensional Chat / Blender: How do you cut off UV Map images that are not being use?

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SJHooks
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Posted: 29th Nov 2009 19:56
I'll make this to the point: how do I cut off the unused parts of a UV map without disturbing the UV coordinates. I've tried just recreating the image with a smaller size of the UV image, but it always shrinks or stretches the UV coordinates in the direction deleted. Here's a basic UV map for a steel gurder model that I was working on, (practice for a metal texture):
Thanks -SJHooks

Typos, they can't live without me.
Happy Cheesecake
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Posted: 30th Nov 2009 00:22
I'm not totally sure about this, but you could probably make the image smaller and then re-unwrap it instead of just replacing the last image with the smaller image.

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SJHooks
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Posted: 30th Nov 2009 00:45
Well I would normally try that, Happy Cheesecake, but for the entire mesh, I selected certain faces and unwraped them from view (to make things less messed up and proportional), pinned them, and then by clicking each face to check, I put each face in their correct position. Everything went fine, until I realized that nearly half of the entire UV map was not being used, which led to problems.

Typos, they can't live without me.
Duke E
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Posted: 30th Nov 2009 15:27
Lets see if i follow you here, but i assume you have saved the UV face layout already and textured it, but realized it had unused space and want to resize the finished texture?

Once you saved the UV face layout and made the texture from that it's sort of too late to change the coordinates on the UV map.
Can try to set "Snap to Pixels" in the UV menu, and painstakingly move the vertexes on the UV map to position on the resized texture.
But i doubt the result will be any good.

Best thing is to plan the UV map and size the groups to fit the area as much as possible before finalizing the layout and exporting the face layout.

Had more than one occasion where i made the texture and wanted some changes in the model that required rearranged faces, then it's re texture time

Regards
SJHooks
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Posted: 1st Dec 2009 01:58 Edited at: 1st Dec 2009 02:00
Thanks Duke E, but I luckily I noticed the unused space before texturing. My question is how to make the image of the UV smaller without shrinking the UV map, and then having to either manually (it won't spell manually with the second 'n' unless I include this parts, hehe) scale or move the coordinates around. If no answers come than I'll just have to save and image of the current UV Map, edit the unused part out in something like the Gimp or even MSPaint, and then reload the image and manualy move each coordinate to the right place, but this won't be as easy as it sounds on more complex models, so it's quite important to know if there is any method Cheers.

Typos, they can't live without me.
Happy Cheesecake
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Posted: 1st Dec 2009 02:03
I don't think there is one. I've searched around a little bit and it seems you gotta plan this stuff out before or while UV Mapping.

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SJHooks
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Posted: 1st Dec 2009 03:18
*Sigh* I suppose I'd have to mathematically plan this stuff out, but I'm still going to search around for a method.

Typos, they can't live without me.
Kravenwolf
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Posted: 5th Dec 2009 01:10 Edited at: 5th Dec 2009 01:17
You need to replace the texture with the smaller one, rather than opening a new one.

EDIT:



Kravenwolf

SJHooks
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Posted: 5th Dec 2009 01:15
Thanks Kraven, worked great! I just have to save both the start and old UV test grids, but that's no big deal compared to this time saving option.

Typos, they can't live without me.
Asteric
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Posted: 6th Dec 2009 06:14
If you are looking for a 1024x512 for example, you would need to find where itr lets you specify the uv map size, imut 1024x512, now whast you have to do is actually half the uv maps scale either vertically or horizontally, this warps it badly, then when you render the 1024x512 map it warps it back to its normal size.

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