Im trying to make a cool looking revoker texture but running into a looottt of glitched/overlapped uv maps for this thing when doing it. Here is a big one. But there are also sections of the uv map, particularly around the cockpit, that are all mapped to very very tiny islands, meaning that they cannot really be colored properly. Would appreciate a remapping of these areas. though im not sure how feasible it would be given that it would at this point require a retexture for the revoker and fixing this would break all previous revoker textures.
#Bug with revoker texture when texture painting.
53 messages · Page 1 of 1 (latest)
Basically painting the blue arrowed bit near the nose in substance painter updates the bit at the back as well.
this should just become a "all the livery templates are broken in some way can we please get fixes?" post
@north gull @tawdry pawn you can check out shroomingmarisa's google drive of fixed fbxs, pinned in #livery-creation-and-discussion
I'm aware of them offiry, some of them are also a bit broken. All of the problems are manageable the only reason I kinda got in to support this is that while we can for sure fix things ourselves it would be really nice if we could get an official fix and make improvements going forward (the vortex gun door gives me nightmares)
It's kinda a niche problem tho so I kinda doubt it
the only one i see in pinned is for the tarantula?
here is one issue, where these two parts are mapped to the same location on the uv map
looking at this closer it seems to be more of an issue with the blender templates than the actual model itself, i can see on the texture map places where these overlapped texture bits should be
this isn't an issue with the blender fbxs, the vanilla skins are also like this. for the revoker in particular the bits are because mitch didn't make the cockpit edge bits until after the skins were made
and this is the case with all UV issues
how does the fixed uv map work? you cant change the uv map for the texture your painting if its not the same in game can you? the game model would still be using the borked uv map?
the fixed uv map means you're painting on the right places, it doesn't technically fix anything in-game, but it will make it match/mirror instead of just glitching when baking or painting
i've been using the fixed uv and have had no issues when baking to in-game as long as i understand where the bits are mirrored, and alter my painting as such to not have any weirdness
mirrored is fine im just complaining about funky issues like this lol
alright its glitchy, thanks for the help
still leaving this up as a fix request tho lol.
also the rear section you've put in the original post images doesn't seem to be an issue on even the unfixed fbxs, so this is more than likely a substance painter bug and not a model issue
yeah what marisa essentially did was just remove the parts that directly conflicted, it'll bake fine
however the other glitches (including the missing panel for someone else's compass, and the holes in the revoker model) seem to be substance painter only
i've had no problem with blender
speaking of which
what are the other glitches with the fixed versions you've been experiencing? since those seem to be substance painter/similar software-only issues
including the vortex door
which works fine on blender for some reason
wont it be bugged in game still?
seems like it would be better to keep and still see what the bugged out version will be so you can account for it
not bugged like it is now, it'll just mirror that edge from the left side (i.e. don't do asymmetrical stuff or mirrored text)
i mean yeah i've used both original and fixed versions to see how it'd look ingame
alright that makes sense
but it makes it easier to paint
always check with original before baking though, just incase
yeah that does make it a bit easier alr
That does not make any sense
Not that I don't believe it
But that genuinely shouldn't be possible
Guess I gotta figure out why that is
could you describe some of the other issues? i know thyspyguy had problems with coloring the intake (???) of the vortex, when it worked without any issues in blender
i know that substance painter sometimes has issues with non-quad geometry (though the fbxs are all triangulated from quads and can easily be reverse calculated within blender) and that it just sometimes fails on occlusion/backface calculations for some reason, but it's weird to me that there'd be issues
It's weird to me that there would be issues as well.
I'm kinda busy I'll make a list of every issue later.
A lot of the problems come down to two parts not being able to be colored independently. I'm assuming if this is only because of substance that substance is coverting the texture maps wrong and making parts share spaces that shouldn't. If that was the case I do know how that could be fixed and could just do so, in theory.
On a side note with the substance painter and wierd geometry issues, im confused how that happens because I have this suspicion that the original textures were done in substance painter, because a lot of the markings on a lot of aircraft are default substance alphas. Now they are also very simple shapes and such but it's odd to me personally
the texture/uv maps should be converted the same in any program. it is weird indeed, im not sure how a uv map could be borked by the program, i think its just an issue with the map itself
they were definitely made in substance
the details are the exact same yeah
mitch does use substance, although the thing i'm rather confused about is why substance sometimes has mirroring issues that aren't present in blender
like, yes, the medusa does mirror the left slat onto the right side for no reason, but this is due to the actual UV itself (extracted directly from the game files yields the exact same result, there is simply only one slat portion on the vanilla texture so it can't inherit from anywhere else anyway)
however the revoker rear section, vortex intake, compass underside panels, etc. are all not actually mirrored on the UV, and that's what's confusing me