Re: Determine Texture Surfaces for Blender Models
That is because Sweet Home 3D interprets a cm where Blender uses a mm (I think, might even be 1/10 mm, I'm not sure). You can easily scale when you check "Keep proportions" and add *10 or *100 to one of the size values. Sweet Home 3D will do the calculations.One last thing: For some reason SH3D still imports the object files at a scale of about 100/1 even with Magnetism off--but as you said, it's easy to scale them, so I'll just not worry about it.
I still use the older 2.72 version of Blender but the latest version should not be too different. Hold Ctrl and you can drag over faces to select them, that way you can also drag an area around faces to select them.I still have trouble figuring out how to select all the surface triangles, since there could be thousands and in a 3D view, it's not that easy to even be sure what you're clicking on. Seems like it involves a lot of painstaking work.
Remember, Sweet Home 3D is interior design software, not 3D modelling software. What you describe is specifically 3D modelling. That means that Sweet Home 3D has no features for this but Blender does. You will have to 'fix' texture mappings with Blender.One thing that I do not understand is, why SH3D maps textures in an unexpected way, when I'm not specifying multiple surfaces. I would expect that a 2-dimensional texture would be mapped to an object that has faces pointing in different directions (but not defined as separate faces) as if that texture was a thin sheet that gets wrapped around the object (just like when you wrap a car with some custom design graphics)
But instead the texture is applied so it faces correctly on ONE of the surfaces but then gets cut through like a 3D cake--which makes it look completely incorrect on all the faces that have a different orientation than the first one. I wonder who would ever want it to be done that way?
I assume there is no setting in SH3D that would change how textures are mapped?
Sweet Home 3D displays the texture as it is defined in the imported model. If that is wrong then the mapping in the model is wrong: fix it in Blender before export (UV unwrap, select projection type). You can try the first method I described because that kind of does the wrapping around your model but that only works on a part or model with a single texture. You can even scale, rotate, and shift the texture.Here is an example of a powder coated black metal texture. The object does not have different surfaces defined, and if I apply the texture to the entire object, only one face has it applied correctly. But if I wanted the texture to be applied correctly everywhere and wanted to be really detailed about it, I would have to define EVERY surface, including the inside of every single hole cut. That seems crazy. Why wouldn't SH3D simply wrap the texture correctly?