Blender UV Textures

rosuto

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Aug 1, 2011
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Looking for someone who knows a little bit about blender, specifically UV maps. When you have multiple UV maps on a mesh, is this expected behavior? I have like zero knowledge when it comes to Blender, so just trying to figure out i if there is a setting I'm missing or my data is off. Thanks.


[img=400x298]http://www.rosuto.com/swg/Blender/blender_1.PNG[/img]
 

DAK

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I only know 3DS Max, But I could probably give you a general sense of what's happening.
When I import SWG models, it gets split into separate meshes, depending on what parts of the mesh the Shader/Texture is applied to. Each of these parts have their own, separate UV maps.

If I want to I can then recombine them into one solid mesh, and apply the different materials, to individual faces on separate material "channels". And then it would likely be the same scenario you have there. (maybe in your case you need to separate them into different meshes, so it's easier to work with.)
Example - The animated screen on the Bank Terminal is a separate, Material/texture from the rest of the bank terminal; as well as the "instrument panel" material.

As for how this gets translated back to SWG, I have no idea. It would depend on the Export plugin/script, which I haven't spent much time with.
 

rosuto

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Aug 1, 2011
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Thanks Dak. I'm just trying to do a simple blender import/export. Makes it easier to verify the data is correct. Right now the verts and faces seem to be spot on with the original. The normals are slightly tweaked which worries me a bit. Decided to finish off the script to answer my question about the UV layers... Needs quite a bit of work. But its promising. 


 

rosuto

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Timbab said:
Good to see you again! It's been a long time.
Thanks. Finally decided I needed to do something other than work nonstop. Good to see that you are still around, and quite actve. Hoping to maybe do a few more window projects, but I no longer have access to 3ds max. So figured my next best option would be to create some blender scripts.
 

Timbab

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You should get on our Discord bud, Sytner has been working on an FBX converter recently.
 

rosuto

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Will make sure I pop in there from time to time. Might help to keep from disappearing again. I saw the video he posted earlier, looking pretty sweet. Always been jealous of him. Hes like a master craftsmen who actually knows what he is doing.
 

eqsanctum

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Mar 26, 2015
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DAK said:
I only know 3DS Max, But I could probably give you a general sense of what's happening.  
When I import SWG models, it gets split into separate meshes, depending on what parts of the mesh the Shader/Texture is applied to. Each of these parts have their own, separate UV maps.

If I want to I can then recombine them into one solid mesh, and apply the different materials, to individual faces on separate material "channels". And then it would likely be the same scenario you have there. (maybe in your case you need to separate them into different meshes, so it's easier to work with.)
Example - The animated screen on the Bank Terminal is a separate, Material/texture from the rest of the bank terminal; as well as the "instrument panel" material.

As for how this gets translated back to SWG, I have no idea. It would depend on the Export plugin/script, which I haven't spent much time with.
Translation, pain in the butt. Have a taste everyone. It tastes like noodles. Just kidding, this is actually a really good explanation

 
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