Game Editing > General Content Creation

[UDK] Blender UV problems

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kat:
Have you tried just doing a quick test and unwrapping one of the buildings UVWs so they're contained within bounds? If the problem appears to be associated with the UVWs extending beyond the texture borders just remap them inside and see what results you get when you then export with and without the second lightmap UV layer.

ward:
No, but I modified the smart projections script from blender 2.49b (uvcalc_smart_project.py) , to not rotate the crap out of my UV's while packing them, now the output is much better, everything in the correct direction. Only sideeffect is that i have to rotate the UV's for slim horizontal parts manually, but that's just a few seconds, and any other angle then horizontal still gets made vertical by the script :) . I just tested this with one of the models and so far so good, I'll let you know after I tested some more.

ward:
The dark spots are gone, but I keep having small problems, to be clear: I'm using the FBX exporter builtin in blender 2.49b, not the ase export script. I'm going to quit it for some time, I've had enough of this crap for now.

kat:
Send me one of the buildings if you want and I'll take a look at it.

ward:
A couple of the models are unwrapped now, almost without any problems, I spotted a few problems that are so minor I don't mind them much. I even distorted the models to make them look more realistic/not straight. If I have more problems I will email a model. First I'll unwrap the others too as good as I can. Smoothing and everything now works nice with the FBX exporter on 2.49b (with edge split modifier though, no real smoothgroups). Disabling some rotate stuff in the smart projections export script is mainly what solved the dark spots problem. And the only trade in is dat now I need to rotate horizontal parts of the model by hand (so all the other slim islands are still automatically rotated to be vertical).

The ASE script was giving me trouble because apperantly it requires a unique texture / material channel (or what is it called), but the .FBX just seems to do the job better for me. I also tried the updated version of the ASE script for 2.57b (at the UDK forum iirc, I saw your name between the messages too). Kept having trouble with both.

And something unrelated to the problem I had (but problably not worth to open a new thread): Someone told me that if a mesh has 7 materials for instance, the intire mesh will be rendered 7 times, is this correct or bs? If it is I guess creating components per material is the best way to export i guess? Now I just export the intire models.

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