Game Editing > General Content Creation

[UDK] Blender UV problems

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kat:
Can you send me the *.blend (include the ASE file as well)?

ward:
Yep:

http://www.filefactory.com/file/cb38d04/n/TestCase.blend
http://www.filefactory.com/file/cb38d05/n/TestCase.ase

kat:
Stick um in a zip and email them, that site gives me problems when trying to download files from there - info@katsbits.com.

ward:
Done, not as zip though sorry, nothing available to make zips atm.

kat:
No probs, files received... OK there are a couple of things you need to look at;

1) remove all *dead* material references from your models, especially so if you're exporting *sections* of a larger mesh broken down into smaller more manageable model units - this tends to leave unwanted assignments on the smaller sections that cause trouble.

2) you ideally need to have an actual bitmap image associated with both the individual materials and the the UVW map applied to the mesh, if there isn't one there the exporter simply assumes a 'blank' mesh (so to speak) and appropriately formats the resulting text file - physical texture assets are actually needed because that's what game engines latch onto for shader/material path information; when you look at the asset browser/editor, the 'path' info you see comes from the presence of the texture when the mesh was exported.

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