Good day…semi-new and confused here. I built a mug with no abnormal contours. It is straight up but is extruded to give it 1/8" thickness, as opposed to a simple cylinder. I can wrap an image nicely on a cylinder but not here with the extrude. How can that be done for just one surface and not project through to the back? Of course, any answer is appreciated.
OKAY… In fairness to everyone, I tried all suggestions with success in each – not without some angst, I might add. I just need to get my head more into SEEING it as a 3D environment, I think. However, with any complexity, it seemed that THRUPAINT had the most flexibility. And I might have made my original far more complex than needed, making it more difficult for myself – I’ll improve with each experiment. Thanks to all for the kind help. I will likely be visiting you again. —GRIFF
Back again on 080718 – Thanks to all for the help. Wanted to share the redo of the mug, based on all your help. I think I finally got it. Built this better one, much faster, with only the native tools and your collective wisdom. Please let me know if there is anything I could/should have done differently. I’ll end it here so as not to be a total pain. Thanks again! Brand New Better Cup.skp (512.1 KB)
Thanks, Dave…I have seen that video before, but I don’t think that does it for me. Here is what I’m working with. If I simply project the imported as texture image it hits all surfaces.
I’m working with Forest’s suggestion of FREDO6 now to see if that will give me what I’m after. No matter what, I don’t want to waste time trying to reinvent the wheel. All you folks
are far more intelligent than me at this stuff and have the right answer somewhere. I’m still struggling just to navigate through all the WISDOM.
I don’t have your specific file but this gif shows a fairly straightforward procedure.
Bring the image in as a texture and apply it to the cylindrical face, it will only go on one facet. Use the material’s eyedropper to select the applied texture (or get from textures now in model ) and apply it to the whole face. This will likely repeat around the back side but you can add a couple of vertical lines and paint over that texture with white. Change scale in edit texture if needed, then shift/erase to hide those lines. (otherwise you can figure out the proportions and prepare the texture with extending white at the sides to avoid that step)
Thru paint will work well too, and give easier control to adjust mapping.
Also SketchUV mapping tools is good too and has a cylinder mapping setting.
• Turn on Hidden Geometry … View > Hidden Geometry
• Import your artwork image as a Texture and apply it one Face.
• Sample the applied texture with the eyedropper … Paint Bucket + Alt
• Apply the material to the adjacent faces.
• Turn off Hidden Geometry
• Done
No matter which method you use you need to understand the the construction of surfaces. Everything is made up of separate faces and edges, when the edges between are ‘Softened’ they form a surface. Your mug is all soft so it is all one surface. If you put two ‘Hard’ edges in the appropriate places you will separate the surfaces so that you can decorate one without affecting the other.
Here I have use Fredo’s Curvizard to select and weld the correct rings, then unsoftened them. This leaves you with a surface that is a band around the outside made of multiple faces. You can soften the edges again once finished.