Comments: 7
bstylez [2014-10-19 23:37:15 +0000 UTC]
you can start by making it a obj file in xps and then port it to blender along with the this model that has the mess up uv texture then highlight both meshes and go
object>script>uv copy from active
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IIReII In reply to bstylez [2014-10-20 01:02:56 +0000 UTC]
Works Perfect.... thank you my friend !!!!
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bstylez In reply to IIReII [2014-10-20 01:03:23 +0000 UTC]
welcome
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NightysWolf [2014-10-17 10:13:53 +0000 UTC]
If it's the same problem I always have with the TERA-models I port, then I might know a solution.
Save the model with the intact UVMap as an static obj. Then load the generic and the static into Blender and make a boneweight-copy from the defect part to the intact one. After that remove the part with the error and keep only the boneweighted one. For me it was the fastest way until now to correct that error. Why this happens, I can't tell you though.
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deant01 [2014-10-17 05:40:40 +0000 UTC]
looks like Β an UV Β issue to me. U Β need to check the UV map.
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ss5ringo [2014-10-16 22:35:33 +0000 UTC]
I'm certainly no expert with modeling/textures and I'm sure you've already thought of any ideas I have. Still, I'll toss them down just in case.
-Are the normals for that part of the mesh flipped and showing the back side of the mesh?
-Does the texture line up properly when you look at the UV mapping of the mesh/that part of the mesh?
Hope you can figure this out. Always enjoy your releases.
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