Texture Problems

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Re: Texture Problems

Postby Jojon » Sun Mar 08, 2009 4:36 am

I.Brattin wrote:When Exporting I noticed this.

[Material Box]
[Layer Box-Box]
-> Using UV map ''
-> Err, Using first UV map


Is this something I need to be worrying about. Could it be the reason its not showing the texture correctly?


That is normal. It just means that you have not explicitly specified a named UV map to use, in the "Shading buttons/materials/Map input" panel. This being the case, Blender uses the first (and likely only-) one, associated with the mesh. (Your UV maps are listed, and selectable for editing, on the "Editing buttons/Mesh" panel.)

Hmm, so your UVs come up hundredfold in size? If that is the case, it might be better to resize them (in the "UV/image editor"), than to do the scaling thing. One guess would be that maybe the exporting application exports percentage (range 0-100), whereas Blender expects normalised fractions (0-1). '.obj' are ASCII files, by the way, AFAICT, so should you feel like, you could take a peek at them with a text editor; the UV coordinates would be those on "vt" lines.
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Re: Texture Problems

Postby I.Brattin » Sun Mar 08, 2009 6:18 am

I have Blender 2.48. And since the stuff with UV Maping has changed as of 2.46 I don't use the UV/Image Editor. So I don't have the foggiest idea how to go about resizing in Blender.
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Re: Texture Problems

Postby Jojon » Sun Mar 08, 2009 6:49 am

The "UV/image editor" is the same as it always were -- there is just no separate UV-editing mode for the 3D view - it is now part of the usual "Edit" mode.

What you do, is to select a few faces you want to work on, in edit mode. Their UV counterparts will now show up on top of your texture in the "UV/image editor", which you typically have in a second window -- there you can edit the UVs exactly like vertices in the 3D view. (You need to select a texture, using the popup button in the menu bar, or no texture will show up in the 3D view)

To scale, make sure what is to be scaled is selected ("A" selects/deselects all)) and press "S", just like in the 3D view. You can scale freehand or type in a scaling factor right away, optionally following a press of "X", "Y", or "Z", to restrict scaling to a single axis.


Two useful tips from the "UV/image editor" 'View' menu:

- Tick the "Update automatically" option to see your UV edits in the 3D view, as you make them. Otherwise you have to wait until you put the UV vertex down, before it's committed to the view.

- "View properties/UV Stretch" will, instead of the texture show you how much each UV polygon is distorted (either by shape or size), compared to its 3D mesh counterpart. I find it really helps when unwrapping complex shapes.
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Re: Texture Problems

Postby I.Brattin » Sun Mar 08, 2009 7:00 am

K will try that.

On a side note when its at 100 I notice that the texture is perfect on the outside. It covers the entire area. On the inside walls of both rooms and hall is where its messing up. I remember reading someone having a similar problem, where the texture was appearing on the outside but not inside. For the life of me I don't remember where that thread is though. So how do I go about flipping the texture from the outside of the box to the inside?
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Re: Texture Problems

Postby Jojon » Sun Mar 08, 2009 7:24 am

Select the offending faces and hit "W" (the "specials" menu) -- one of the options will be "Flip normals".

It's not really the texture only showing up on one side, but the entire polygon that is only visible from one side. This is to facilitate an easy initial pass of backface culling for the realtime renderer.

You *can* have twosided polygons, just select any faces that should be visible from both sides, hit "ctrl-F" (face specials), pick the option "Face Mode Set", tick "Twoside" and "Shared" and Billy-Bob's your uncle and brother both.
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Re: Texture Problems

Postby I.Brattin » Sun Mar 08, 2009 8:59 am

I think I have found a work around. One of the rooms was properly texturing while the other and the hall were not. So I proceeded to split off the room that was textured and then duplicate those sections and then place them in place of the original walls that were not texturing properly in the second room. Results so far results have been positive.
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Re: Texture Problems

Postby I.Brattin » Tue Mar 10, 2009 12:28 pm

I am beginning to think that Blender is not working correctly. I imported a terrain from Terragen today. The underside of the terrain is texturing, the top side of the terrain is not texturing at all. I even went to edit, ctrl F, Face Mode Set, and twoside - shared. And the texture did not show up on the top side. When I link in to the age it appears that I'm walking in mid-air.

It's either that or the programs I am exporting from; in the case of the rooms from the first post being Max, and the terrain of the post above this one being Terragen. Might be messing up in some way.
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Re: Texture Problems

Postby Tsar Hoikas » Tue Mar 10, 2009 2:11 pm

You need to flip the normal on the object... Which I don't recall how to do offhand, sorry :(
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Re: Texture Problems

Postby Jojon » Tue Mar 10, 2009 2:40 pm

Hmm, I don't know why the twoside thing didn't work for you (you did select all faces before doing it, I suppose), but would like to mention that you should only make faces that will actually be seen from both sides twosided. The reason we have onesided faces, is to cut down on the workload for Plasma, since this allows it to right away sift away polygons facing away from you, saving itself quite a few calculations. To flip the normals (facing direction): select the offending faces -> hit "W" -> pick "Flip normals".
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Re: Texture Problems

Postby I.Brattin » Tue Mar 10, 2009 3:54 pm

I'm not worrying too much about the terrain. I just went back to my old standby, Bryce.

I also think I have solved the problem pretty much of the initial post to this thread. It looks like when I imported the mesh for the underground from Max that I may not have selected something on the import. It appears now to be texturing with some semblance of working. I still notice spots here and there but there something I can probably can get worked out.
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