kwhitt

Members
  • Posts

    877
  • Joined

  • Last visited

Everything posted by kwhitt

  1. A quick update after more experimenting today... I was using a mapping type known as planar mapping in Cinema 4D before generating UV's. Planar mapping is a mapping type that projects a texture onto a single plane (face of an object) and has a shrink wrapping effect on the other faces that are pointing away from the planar normal. Evidently this type of mapping is foreign to Chief Architect. That said, I'm not sure why it made any difference as I generated UV's that Chief should still be capable of reading. When I switched to cubic (and cylindrical mapping for the bullnose) before creating the UV's, it worked. I also used Collada 1.4 upon export. I noticed that it was necessary to triangulate upon export, so that there were no missing faces when brought into Chief. The shower tile now looks good (image attached). I'll now focus on the problem with the towel and report back.
  2. Chief has definitely got some issues with UV maps. I spent a couple hours yesterday creating custom tile for a shower in Cinema 4D as a second experiment. The first image below is how the tile is intended to look with bullnose corners and tile chair rail molding at the top. The second image is how Chief butchers it upon import! How is it people are able to create their own assets for use in Chief when it appears it cannot get the UV map correct upon import? I will go ahead and get this reported. This problem makes it impossible for me to move forward with this project as I had intended and I suspect this would be no easy fix for Chief. Chief - Does the software allow UV's outside of 0 to 1 space? Also, are overlapping UV's permitted? This is the only thing I can think of that might be driving the problems I'm having. I know we have a new render engine with X13. Could this be the reason? In X12 I made hundreds of assets and never encountered these problems...
  3. Thanks Mick. I have tried everything I can think of. I use UVLayout by Headus which is the best unwrapper I've ever used. It has to be an issue with Chief as I get the expected results in all of the other software I use. I'll wait to hear if someone else has a workaround before submitting a bug report. Thanks again - the "me too" helped!
  4. Here is the Chief file (X13). This was imported from Cinema 4D via 3DS. As mentioned above, I tried various other formats with no luck. The OBJ import for some reason had missing polygons, so this was useless. towel_folded_body.calibz
  5. I've been attempting to create some assets for a bath renovation I have coming up. Something is screwy with the way Chief is interpreting/importing UV maps. I am able to open the attached towel model (3DS) in Cinema 4D, AutoCAD, SketchUp, FormZ, 3DS Max, Marvelous Designer (where it was created), and Substance Painter all with the UV's intact. I have tried exporting the model out from Cinema 4D via OBJ, COLLADA 1.4, COLLADA 1.5, DWG, DXF, 3DS, and SKP. The result is always the same jumbled UV mess. Something within Chief changes the UV map as when I export out of Chief there is a noticeable change to the map when opened in Cinema 4D. And, yes, "Use Imported UV Map" is checked within the Chief Symbol Specification DBX. I have also tried both X12 and X13 with the same result. My UV map is perfect and both textures I intend on using align with the UV map. I have also tried different image formats (TIF, JPG, PNG, etc.). The image maps have been flipped vertically and horizontally in PhotoShop and still the problem persists. Below are some images illustrating what I'm getting from these experiments. Anyone else run into this? Is there a combo of file format, image format, UV orientation that anyone has found will work? This is making it impossible to build my User Catalog. Thanks, Kevin towel_full_isolated.3ds
  6. Kyle - thanks for the feedback. Good looking floor plan BTW. Unfortunately I have three of these layout boxes on one page. When I get one or two in the correct position, the remaining layout box goes crazy. If this were only one layout box, I could close the camera view, position as needed, and call it done. I am now unable to even export the view as an image unless I accept the low-res active window size. When I increase the resolution, the images skew and are unusable.
  7. I've decided to export a higher res image instead of using live camera views. I'm running into another problem now. When I increase the resolution on export, the image is skewed. The first attachment is using active window size (no problem), the second and third images have been increased to 2K in width with "retain aspect ratio" checked. What's happening here?
  8. I understand (squeaky wheel and all). All the other cameras work so precisely. I am surprised that the ortho views are not as good. Thanks again for the help. I saw your other post about leaving YouTube. I have switched to Rumble. They've got some things to work out, but the platform is coming along nicely! I hope to see you back up again soon as I always watch your vids.
  9. Eric - I think that's what I'll end up doing. It's just a pain to get all the images to line up using this method. Thanks for your input.
  10. Thanks Rob. I got to that very same point, but when you send them to layout, they move.
  11. I swear they were in the same location to start. I used your method above by replicating the camera view and all was well at first. Then they started moving. I then re-centered each camera and they still move.
  12. I'll be glad to report it, I always do, but my question was whether or not this was a known issue. Sounds like it is seeing Rob's reply. In fact, I've reported several bugs and although Tech Support responds quickly, they never seem to get fixed.
  13. Yep, I've noticed that too... Thanks for looking at the file. Kevin
  14. Thanks Michael. I will give your 2nd suggestion a try. Is this a known problem with Chief that an isometric camera will move?
  15. Rob - I've tried that and eventually the camera moves (especially upon reopening the file) and the resolution here again is not high enough...
  16. Thanks Eric. That occurred to me too, however, the resolution isn't large enough when it goes to print.
  17. I'm engineering a 3cm stone hood to go in a kitchen. I'd like to show three progressive isometric views showing the various layers of construction. I have set up three different isometric camera views using three different layer sets. When I was finally able to get all three camera views onto the layout, the isometric cameras keep moving off center and I am unable to "pull" the layout boxes to get them re-positioned (end up with void white space as shown in middle). I also got a strange error at one time telling me to contact tech support, but it didn't stay on the screen long enough for me to get all the info. Has anyone had any luck with isometric views and layout? Attached are the files if anyone can give me a hand. Thanks, Kevin CHF_Snow_1796 Cypress Isle_HOOD DETAIL_04-09-21.zip
  18. Thanks Rob. Didn't realize you could copy/paste a camera view.
  19. @solver It works okay if I scale uniformly holding down the X key while pulling on a corner. If I move anything out of scale it won't translate to the new view. What a pain this has been!
  20. @solver Encountered another issue - if I scale or adjust the layout box in any way, when I relink to the 2nd file, the scaling doesn't stick. Any ideas for this?
  21. Thanks Eric. I'm still working on it, but believe I must have used "save as" in the past for the camera view, so I'm going back to my originals and duplicating them, so I don't lose the color info. Then I use the original camera views and as you suggest, change to vector among other settings. Thanks again for the help!
  22. Now I did change the original settings for the cameras after both files were created by changing them to a vector render. Could this have thrown things off?
  23. Yes, they are identical in both plans. One is the As-built and the other, the proposed.
  24. Oh, and I've named both cameras the same in each plan, so that I can re-link - doesn't work!