Game Editing > General Content Creation
[UDK] Blender UV problems
kat:
Read the tutorial linked to above, if you made the meshes in Blender then you'll already have the skills to address this problem and quickly fix it using Seams (Select an edge, "Ctrl+E > Mark Seam", then "Unwrap"). You've done some decent models (based on the test you sent through) so it seems a shame not to bring the UVW maps up to par as well. I'll see about sending you back the test you sent in the next day or two so you have something as a reference. Work on something else in the meantime so you don't burn out on these particular assets.
[EDIT] was just taking another look at the mesh, you need to go over it carefully and delete any isolated vertices and/or edges before exporting I found a couple attached to the beam sections. Remove those as they can cause additional issues if let in place.
kat:
Just discovered a potential problem that might explain some of the problems you're having. I imported the test mesh into UDK (Nov 09 and Apr 11 versions) to double check the meshes had been exported correctly. As you can see below the first image has 'black' spots similar to the problem you're having - they are smoothing related. The second image shows the mesh without this problem. Both meshes are exactly the same so the same export procedure was done to both (separate meshes are joined together, modifiers are applied before export etc).
The *only* difference between the two is that for the first export Blender wasn't using the full (correct) version of Python for 2.49 because my systems Python path is setup for 2.5(n) testing. On removing the path variable and re-exporting the mesh (to a different revision number) it appears to have exported correctly with mesh smoothing intact. (note the material references by the way).
This is a speculative assumption as I've only tested this on one machine (running 32bit Vista SP2) which is using Blenders own ability to self-discover where Python is installed (as you'll see in the console when starting the application). If you have the Python system variable in place, try deleting it - check Blenders console before hand though to see if it's the correct version or if its using it/found it.
If you still have problems, try detaching the mesh into its original elements, cleaning them up and them re-exporting, that's what all I did to get this to work.
Mesh exported 'incorrectly' because Blender isn't using full Python
Mesh exports correctly because correct Python references are used?
ward:
It's definitely not a smoothing problem, these black spots on my screenshot are complete area's that correspond with UV islands.
kat:
Yeah as mentioned in a previous post, those black splodges usually happen for two reasons, lightmap errors or smoothing (sometimes both), I can't really confirm either without being able to look at the entire mesh the test section belonged to so can you send that? You'll need to include details regards to how many textures the mesh should be referencing (names aren't important).
And you do mean these right? You said said there are problems with the mesh but haven't actually highlighted which parts are the actual errors - looking at the mesh without knowing what your textures are like, I can read quite a few problems in the image (highlighted below).
ward:
The 2 upper left circles, with the question mark in between, are just lighting artifacts, don't mind them, they disappear when lighting is built. The others are indeed what I meant. I meant just the parts that are obviously much darker, on both the wood, and the yellow material. I didn't have much time for it lately. But when I have time I will either try to unwrap one of my models correctly by hand (to see if it looks ok then), or try to remove the code portion that rotates the islands out of the smart projections script. (If you have any tips on that, very welcome of course.)
I'll let you know if this works out, if it does not I'll email you one of the models in the screenshot, the testcase is indeed just a part of a model, thought that would be more practical.
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