#Texture Generation Issues on "Custom" Model after FBX import

1 messages · Page 1 of 1 (latest)

grave heart
#

Hey - I am trying to texture a model in tripo3D. My workflow was - 3d low poly game character image/model generation in Tripo -> Blender to clean it up/separate the mesh (body/belt/bow/arrow/quiver etc all separate meshs). Now I am exporting as FBX from blender and importing the model back into Tripo and running the Texture AI. The texture comes out very distorted, i attached some images - i am not sure what im doing wrong here - my suspicion is something with the UV's? But even if i toggle off the function to use character's UV's in the import to Tripo, i still get the same result.

Attached is an image of the output, as well as the character/UV in blender.

I ran this same model through the full tripo pipeline and it turned out excellent - also attached. Wondering how to get this type of texturing after editing the mesh a bit and reimporting to tripo?😢

soft turtle
#

So, the AI texture generation requires the original mesh to map the texture to, because you edited the mesh externally and brought it back in, it can't map the texture to the correct places, it breaks it's spatial reasoning.

The workflow should be like this:
Generate model
Generate texture
Export to blender for cleanup