SmedleyDButler Posted February 23, 2022 Posted February 23, 2022 I've been hoping Ito get an answer about this on the OS Discord & forums for days but no answers. But then maybe there's tools other that OS I could use? I have what I thought would be a simple problem. I took a mesh part from a larger mesh (belt), and the texture files were then far too large and mostly empty. Since I'm trying to optimize my textures (there's a lot of them in each outfit), I thought, no problem right? Just reassemble the textures for the belt into new smaller files (1/2 dimension or 1/4 area) and then remap the UV to match. But there's a hitch. I've moved UV maps before. I've edited specific verts. I'm pretty familiar with the UV editing capabilities of both Nifskope and OS. The problem is I need to increase the SCALE of the UV for the smaller texture file. Specifically, I need to exactly double it. While I can move or repair UV maps by eyeballing it, scaling them by eye is vastly more difficult. Is there any way to apply a precise numeric value to the scale tool in OS's UV editing panel (I don't think so, but might as well ask if there's some secret hotkey)? If not, is there some other way or tool I could use to do so without remapping the entire object from scratch in 3DS/Blender/ whatever (in which case never mind, just go find another source mesh entirely). All I need to do is multiply the scale of each UV map part by 2, which seems as basic as it gets... but there's apparently no easy way to do this?
mitchdickmin Posted February 23, 2022 Posted February 23, 2022 While I don't consider myself an expert when it comes to UV mapping, I don't think that you'd have to remap the mesh from scratch in Blender. After importing the nif in Blender, your UV map should totally be the same. And Blender has a secret shortcut for scaling whatever you have selected. 'S' followed by '2' exactly doubles the size of your selection. But then again, chances are I don't understand your problem. In that case: my bad, I'm dumb. Edit: Just re-checked. You can even set the pivot point for the scaling operation wherever you want on the UV. So you should totally be able to scale your islands/selection any way you want.
SmedleyDButler Posted February 23, 2022 Author Posted February 23, 2022 What I mean is that once I'm opening any 3D software (which I have an irrational hatred of lol), I feel like I'm wasting time on what should in theory be a simple task which seems like doesn't require it. OS can handle so many much more complicated operations, it seems so strange there's no option for this using a lesser tool. At the same time, in a way it's NOT so strange because only in the last major update did Ousnius add a field numeric values for the brush sizes. Prior to that those were pure eyeball as well (which, granted, was never really an issue for most folks). As for understanding the problem, seems like you got what I meant just fine. ?
Guest Posted February 24, 2022 Posted February 24, 2022 11 hours ago, SmedleyDButler said: I've been hoping Ito get an answer about this on the OS Discord & forums for days but no answers. But then maybe there's tools other that OS I could use? I have what I thought would be a simple problem. I took a mesh part from a larger mesh (belt), and the texture files were then far too large and mostly empty. Since I'm trying to optimize my textures (there's a lot of them in each outfit), I thought, no problem right? Just reassemble the textures for the belt into new smaller files (1/2 dimension or 1/4 area) and then remap the UV to match. But there's a hitch. I've moved UV maps before. I've edited specific verts. I'm pretty familiar with the UV editing capabilities of both Nifskope and OS. The problem is I need to increase the SCALE of the UV for the smaller texture file. Specifically, I need to exactly double it. While I can move or repair UV maps by eyeballing it, scaling them by eye is vastly more difficult. Is there any way to apply a precise numeric value to the scale tool in OS's UV editing panel (I don't think so, but might as well ask if there's some secret hotkey)? If not, is there some other way or tool I could use to do so without remapping the entire object from scratch in 3DS/Blender/ whatever (in which case never mind, just go find another source mesh entirely). All I need to do is multiply the scale of each UV map part by 2, which seems as basic as it gets... but there's apparently no easy way to do this? The scale function in Nifscope is not precise enough? You might have to uncheck "uniform scaling" if it doesn't fit, but then it is a little back and forward to get it nice enough.
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