I've follow this tuto -> http://forums.gaspowered.com/viewtopic.php?t=18548 But when i apply the texture to the unit, the same texture is applied entirely on every faces instead of to be stretched over the 3D model

What i have missed please ?
Thanks|||So....you found the tutorial in the Modeling Subforum, but then posted an issue regarding its subject in a different forum?
*sigh*
Thread Moved to the proper Subforum.
Mike|||It sounds like you don't have the UVs done properly, but you'll need to provide some more info, could you post some screenshots?|||This morning i have redo my UV but this time i have changed the "unwrap" option in the Uv calculation tab. I put it on "conformal" instead of "angle based" and tadaa! The texture is correctly applied in Blender....but not in game


any idea ?
PS: You can see here a screenshot of my texture problem :

Btw the automatic UVs in Blender are rubbish in my opinion, they can get you started but I always end up having to manually tweak almost everything to get it right.
Could you post a pic of your UVs with the texture as a background?
Like this:

After saving ueb4201_albedo.dds as a png and importing it to blender you should get:

Also, the model needs to be selected when you import the image. Only faces that where selected will have the texture showing on them, otherwise they will show up as bright white, or in rare cases, bright pink like yours (not sure why). So if you want the whole model to have the texture like above just select all of the faces with A then import the image into blender.|||Sam37|||Do what? show the texture on the model?
It should, XSI has a tone of different view options as well.
Mike|||Umm of course 3DS Max can do that! Just get the 3ds max dds-plugin so you can use the dds straight off.
Make a material with the maps you want (at least apply the albedo to the diffuse map if you don't care about normals or spec), using the bitmap option and selecting the dds. Then drag and drop the material to your objects (you can select all and apply to selected), then select the option to view the material in the viewport with hardware maps (it's the blue-white/purple-white checkerbox icon).|||That's it, i have retry today with a .png and i can see the texture on the model. But my unit looks like that again : http://img541.imageshack.us/i/myunitbaduv.jpg/|||Could you post a pic with the actual UVs on the right instead of just the texture? The UVs on the right in that image are just drawn onto the texture, you can even see them appearing on every face.
I suspect you actually had the UVs done correctly and exported them to that image, but have now accidentally removed the real UVs from the model and haven't realised.|||Hello
A few days ago, i have decide to return to the basics so i've use a simple mesh (the default cube in blender) then (after verified it can be construct in the game) i imported it into blender then i have follow the classic process to do an UV :
- mark seams
- unwrap
- selection of the uv then exporting the image
- editing with gimp (apply a few colors)
then i have open the texture in blender and applied it to my cube... my texture is properly applied :

So i copy the image, transformed it in .dds format and used it in my unit folder to see the render in game :

We can see here that the full texture is apply on all faces (so it's my initial problem)
So i return into blender to find the reason of this problem (not logic that the texture is well applied in Blender and not in game). I have randomly trying something... i have check the "UV" in "renderLayer" (in the outliner) (we can see in the first picture this checkbox is not checked) and i have exported again my cube and tadaa! :

Later i opened anew Blender and imported my cube but instead of see the uv as i create (first image) in cross shape, i get this :

What happened to my UV?
thank you|||Tbh I wish I could help further but I just don't know what's causing that

The only thing I can think of is that you've maybe not remembered to save at the same time as you ran the exporter, because exporting it to .scm doesnt save your original blender file.
For example if you opened your blend file, made a load of changes to it, then exported it to SC and closed Blender without saving the file.. the blend file would still be old.
But tbh that's probably not the issue anyway.|||I just tested to import my mesh with the Blender 2.47 and it is working!
It seems there is a version bug (not work with the 2.44)
note to myself: don't work with many version of a software

therefore my problem is completely solved. (i can't believe it

Thank you all of you to helping me!

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