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Nov 7, 2015 at 1:12 vote accept edward
Nov 3, 2015 at 20:49 comment added edward so i think we've arrived at a solution now; the only thing i'd add is that when scaling down UV map of object A (step 3), make sure it is roughly the same size as that of object B - this ensures that when you proceed to step 4 the texture scaling matches. I know you've alluded to this above, but if its included in the step by step instructions it may be better. Finally If theres a numerical way of scaling uv maps, so that its is more accurate that would be even better? = more automated :)
Nov 3, 2015 at 20:34 comment added edward Hi, this time i made sure i pressed numpad one and i pressed numpad 5 (for orthographic view). I think the problem was when I resized uv map A it ended up quite alot smaller than Object b so that's why the texture scale differed
Nov 3, 2015 at 20:08 comment added Mr Zak Please see the edit to my post; in particular, step 1 and step 2 order. You didn't do the step 1 in video (you should've pressed Numpad 1 before unwrapping).
Nov 3, 2015 at 19:42 history edited Mr Zak CC BY-SA 3.0
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Nov 3, 2015 at 19:41 comment added edward Thanks, i can see the difference the orthographic view makes. I've repeated the process, but the texture scale still differs - thanks for your patience, i'm probably making a silly mistake?
Nov 3, 2015 at 19:30 comment added Mr Zak As to repeating 20 times - the only thing you could do as for me is to automate the process of unwrapping - that objects' selecting, that pressing U 20 times etc (probably creating a script). There's no need to optimise object A - it's already unwrapped, and it differs from those 20 objects. So Object A may be important only for you as a reference; it makes no sense for Blender. There's also no need to link materials between these objects - the problem is with UV maps. The objects' geometry differs - UV maps will differ. Materials may differ, but may not - as you wish.
Nov 3, 2015 at 19:20 comment added Mr Zak Or you can mark seams by hand all over the models, and unwrap (simple U>*Unwrap*, the only way which takes seams into account) using any view you like. It's worth mentioning that those areas which aren't seen at the moment of unwrapping when using Project From View will get very much stretch. It's the downside of this method. You should select which one to use depending on situation.
Nov 3, 2015 at 19:17 comment added Mr Zak It is shown here unwrapping as you did in video and you can see the UV map you get after that; and unwrapping using orthographic mode with resulting UV map after that.
Nov 3, 2015 at 19:07 comment added Mr Zak 1. To center texture space (grid in the middle) in the UV/Image Editor just press F (or Numpad 0 if vertices there selected). No need to scroll endlessly. 2. Changing scale has sense only if you scale UV map down and don't make it that big as you have (mentioned in my answer). 3. You reunwrapped the Object B in a wrong way. Project from View is called so because it's very important what do you see at that moment in the 3D View; the resulting UV map in case of using Project from View does depend on that. You should enter front orthographic mode (Numpad 1), and then unwrap.
Nov 3, 2015 at 17:16 comment added edward Im nearly there i'm just not getting the same texture mapping scale(i did the Ctrl+L-->Materials too) . Like i said before, i have to repeat this process about 20 times(same object A, different object Bs), so how can i make it as quick as possible? can i optimise object A in any way to help the process?
Nov 3, 2015 at 15:16 history answered Mr Zak CC BY-SA 3.0