#Setting up Textures for a model

34 messages · Page 1 of 1 (latest)

keen oar
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I've been trying to figure this out for like 2 hours now and I'm going insane. The model I'm using only has "UV_SINGLE" as an option and the GDF Asset Library stuff wants UV0-9. The textures all look right in Blender, but when I export the model and open it in GFD Studio it only picks one of the 3 parts of the models textures and the others are are just left out.

I've tried everything and have no clue what to do anymore. I'm like 2 seconds away from just giving up this is too frustratingCRSkeletonCry

final kindle
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Are you using more than a single material on the meshes?
The exporter also exports the UVs to have names UV0, UV1, ... UV8, which you should get a popup warning about. If the UV map name isn't recognised the exporter will try to grab the first UV map and use that as UV0. Since it looks like you only have a single UV map that shouldn't be a problem so it's probably not that, but it should probably be fixed.

keen oar
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Here's the error itself

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The model only has the UV_Single option no matter which material I look at

final kindle
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Yeah, those are the warnings you'll get. Those are warnings and not errors, so it's just telling you what it's doing to make the model exportable

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You just need to rename the UV map

keen oar
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How can I rename it?

final kindle
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THat's with a mesh selected

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Just click the green triangle and open the "UV Maps" tab then double-click the map and rename it

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If you only have a single UV map per mesh I'd be surprised if this was causing the problem

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You should also not change the UV maps in the asset library since the UV maps required by a shader are fixed by a material, so in order to use a material from the library you'll need to ensure your model contains UV maps with the names it wants

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That's a game thing

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If you change the maps used by a material you'll likely hit CTDs

keen oar
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Ok so it technically would be all 1 mesh, because it's 3 meshes joined into one. That might be the problem.

I was able to separate the 3 and it looks fine in Blender, but in GFD Studio, it's still only taking one. And I'm not getting any errors this time either.

final kindle
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Are you using more than one material on the joined mesh?

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Click the red circle in the sidebar to see the material list

keen oar
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yeah, there's 3 materials

final kindle
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That's your issue

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The game only supports a single material per mesh.
I think I forgot to throw a warning about that

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A quick way to fix that is to

  1. Go to edit mode
  2. Press A to select all verts
  3. Press P to bring up the split menu
  4. Click "Split by Material"
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That will split the mesh into one mesh per material

keen oar
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Alright

final kindle
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If the split meshes still have more than one material, delete the unused materials from each splitmesh (I can't remember if they are automatically removed, I think they are)

keen oar
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We'll we're getting somewhere.

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All the textures are there now

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Materials too

final kindle
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Are the textures linked to the materials in GFD Studio too?
Are you also using the UV map name(s) the asset library wants you to use for each mesh?
I suspect each mesh needs a UV map called UV0

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I think what might be happening on the rest of the meshes is that you're getting (0, 0) UV coords being exported because of a missing map or something

keen oar
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THERE WE GO

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Ok I had to change the 2 other UVs to UV0 as well instead of UV1 and UV2

final kindle
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Makes sense, that's what I'd expect.
Good, hope that clears up some things with the plugin and Blender.
I've logged a bug report for v0.1.1 to give a warning if a mesh uses more than one material so I intend to fix that for the next release.

keen oar
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Thank you so much for the help, I was losing it lmao