Per-face Cube UVs Are Scaled With Texture Size Changed Via The Project Menu (with Per-face Default UV Mode)

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Per-face Cube UVs are Scaled with Texture Size Changed via the Project Menu (with Per-face Default UV Mode)

Understanding the Issue

When working on a 3D model, it's essential to have a clear understanding of how different features interact with each other. In this case, we're dealing with a specific issue related to Per-face cube UVs and Texture Size changes via the Project menu in Blockbench. This article aims to provide a detailed explanation of the problem, its context, and the desired outcome.

What are you trying to do, and what do you expect to happen?

Packing UVs for Better Texture Size

When working on a 3D model, it's common to have multiple textures that need to be packed efficiently to reduce the overall size of the model. In this scenario, we were working on packing UVs better to halve the size of several textures belonging to a single model. The model in question has both Box and Per-face UV cubes, with the Per-face default UV mode assigned automatically.

The Challenge

However, due to a known issue (https://github.com/JannisX11/blockbench/issues/2794), we encountered a problem after packing the UVs. To resolve this issue, we closed the model tab and loaded the textures in the Image format to resize them quicker (from 128x64 to 64x64). Upon reopening the model, we noticed that its Texture Size was still set to 128x64. We attempted to change it from the Project menu to 64x64 to match the textures, but that's when the issue arose.

What happens instead?

Per-face UVs Scaled with New Texture Size

When we changed the Texture Size via the Project menu, all the faces of cubes with the Per-face UV mode got scaled with the new Texture Size. This resulted in the UVs of the cubes being shifted to the left and scaled half as big, as if they were being resized along with the texture. On the other hand, the UVs of cubes in Box UV mode remained unchanged.

The Desired Outcome

We wish that changing the Texture Size via the Project menu with the Per-face default UV mode worked the same as the Box default UV mode, where it doesn't affect Per-Face UVs. This behavior is consistent with what happens when having a texture loaded on a model and resizing the texture.

Model Format and Blockbench Version

Bedrock Entity and Blockbench Program

The issue occurs in the Bedrock entity model format, using the Blockbench program version 4.12.4. The operating system in use is Windows 10, and no additional plugins are installed.

Conclusion

In conclusion, the issue at hand is related to the interaction between Per-face cube UVs and Texture Size changes via the Project menu in Blockbench. We've provided a detailed explanation of the problem, its context, and the desired outcome. By understanding this issue, we can work towards resolving it and ensuring that Per-face UVs are not scaled with new Texture Size changes.

Recommendations

To resolve this issue, we recommend the following:

  1. Review the Per-face UV mode behavior: Investigate the Per-face UV mode behavior and how it interacts with Texture Size changes via the Project menu.
  2. Update the Blockbench program: Ensure that the Blockbench program is up-date, as newer versions may have resolved this issue.
  3. Test with different model formats: Test the issue with different model formats to determine if it's specific to the Bedrock entity format.
  4. Consult the Blockbench community: Reach out to the Blockbench community for further assistance and guidance on resolving this issue.

By following these recommendations, we can work towards resolving this issue and ensuring that Per-face UVs are not scaled with new Texture Size changes.

Future Development

In the future, it would be beneficial to have a more intuitive and user-friendly interface for managing Per-face UVs and Texture Size changes. This could include features such as:

  • Per-face UV mode options: Provide options for Per-face UV mode, such as the ability to disable scaling with Texture Size changes.
  • Texture Size change notifications: Display notifications when changing the Texture Size via the Project menu, indicating whether Per-face UVs will be scaled or not.
  • Model format-specific settings: Allow users to customize settings for specific model formats, such as the Bedrock entity format, to ensure that Per-face UVs are not scaled with new Texture Size changes.

By incorporating these features, we can improve the overall user experience and make it easier for users to work with Per-face UVs and Texture Size changes in Blockbench.

Conclusion

In conclusion, the issue of Per-face cube UVs being scaled with Texture Size changes via the Project menu in Blockbench is a complex problem that requires a detailed understanding of the underlying mechanics. By following the recommendations outlined in this article, we can work towards resolving this issue and ensuring that Per-face UVs are not scaled with new Texture Size changes. Additionally, incorporating features such as Per-face UV mode options, Texture Size change notifications, and model format-specific settings can improve the overall user experience and make it easier for users to work with Per-face UVs and Texture Size changes in Blockbench.
Per-face Cube UVs are Scaled with Texture Size Changed via the Project Menu (with Per-face Default UV Mode) - Q&A

Understanding the Issue

In our previous article, we discussed the issue of Per-face cube UVs being scaled with Texture Size changes via the Project menu in Blockbench. This article aims to provide a Q&A section to further clarify the issue and its context.

Q: What is the Per-face default UV mode, and how does it interact with Texture Size changes?

A: The Per-face default UV mode is a feature in Blockbench that allows for more efficient packing of UVs. However, when changing the Texture Size via the Project menu, Per-face UVs are scaled with the new Texture Size, resulting in the UVs being shifted to the left and scaled half as big.

Q: Why does this issue occur only with Per-face UV mode and not with Box UV mode?

A: The issue occurs only with Per-face UV mode because of the way it interacts with Texture Size changes. When using Box UV mode, the UVs are not scaled with the new Texture Size, resulting in the desired outcome.

Q: What are the implications of this issue on model development?

A: The issue can have significant implications on model development, particularly when working with Per-face UVs. It can lead to inconsistencies in texture sizes and UVs, making it challenging to achieve the desired outcome.

Q: How can I resolve this issue?

A: To resolve this issue, we recommend the following:

  1. Review the Per-face UV mode behavior: Investigate the Per-face UV mode behavior and how it interacts with Texture Size changes via the Project menu.
  2. Update the Blockbench program: Ensure that the Blockbench program is up-to-date, as newer versions may have resolved this issue.
  3. Test with different model formats: Test the issue with different model formats to determine if it's specific to the Bedrock entity format.
  4. Consult the Blockbench community: Reach out to the Blockbench community for further assistance and guidance on resolving this issue.

Q: What are the potential solutions to this issue?

A: Potential solutions to this issue include:

  1. Per-face UV mode options: Provide options for Per-face UV mode, such as the ability to disable scaling with Texture Size changes.
  2. Texture Size change notifications: Display notifications when changing the Texture Size via the Project menu, indicating whether Per-face UVs will be scaled or not.
  3. Model format-specific settings: Allow users to customize settings for specific model formats, such as the Bedrock entity format, to ensure that Per-face UVs are not scaled with new Texture Size changes.

Q: How can I prevent this issue from occurring in the future?

A: To prevent this issue from occurring in the future, we recommend:

  1. Regularly updating the Blockbench program: Ensure that the Blockbench program is up-to-date, as newer versions may have resolved this issue.
  2. Testing with different model formats: Test the issue with different model formats to determine if it's specific to the Bedrock entity format.
  3. Consulting the Blockbench community: Reach out to the Blockbench community for further assistance and guidance on resolving this issue.

Q What are the benefits of resolving this issue?

A: Resolving this issue can have significant benefits, including:

  1. Improved model development: Resolving this issue can improve model development by ensuring that Per-face UVs are not scaled with new Texture Size changes.
  2. Increased efficiency: Resolving this issue can increase efficiency by reducing the time spent on resolving the issue.
  3. Enhanced user experience: Resolving this issue can enhance the user experience by providing a more intuitive and user-friendly interface for managing Per-face UVs and Texture Size changes.

By understanding the issue and its context, we can work towards resolving it and ensuring that Per-face UVs are not scaled with new Texture Size changes.