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Author Topic: Texture problem  (Read 7343 times)

giucam

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Texture problem
« on: May 28, 2013, 04:34:52 pm »

I'm trying to import this bike. It worked fine but then i modified a bit the mesh hierarchy in blender, reexported as collada, and then the textures started having problems. I could not understand what caused it but i didn't touch in any way textures, materials or techniques.
Does anyone know what this could be?

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Jagerbomber

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Re: Texture problem
« Reply #1 on: May 28, 2013, 05:24:07 pm »

I think it's because  8)
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necro

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Re: Texture problem
« Reply #2 on: May 29, 2013, 02:03:08 am »

giucam, after adding some vertices the whole UV-map needs an update. Because the old uv-map has to handle with less vertices. So it doesnt fit to the new mesh. Or what do you mean with hierarchy?
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giucam

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Re: Texture problem
« Reply #3 on: May 29, 2013, 08:55:51 am »

No, i didn't modify the meshes, i just changed the positions and the parent/child relationships:

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necro

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Re: Texture problem
« Reply #4 on: May 29, 2013, 09:14:36 am »

oh, then it depends on the importer i guess. Do you have multiple texture files for within the object?
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giucam

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Re: Texture problem
« Reply #5 on: May 29, 2013, 10:44:06 am »

Actually it has no textures, only solid color materials.

EDIT: I noticed that if i do "Apply location" in blender i also see that effect.
« Last Edit: May 29, 2013, 10:46:01 am by giucam »
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necro

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Re: Texture problem
« Reply #6 on: May 29, 2013, 11:48:17 am »

But apply location does not impact textures. Thats strange.

Could you send me the .blend file? I could check this then.
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giucam

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Re: Texture problem
« Reply #7 on: May 29, 2013, 11:57:10 am »

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necro

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Re: Texture problem
« Reply #8 on: May 29, 2013, 02:05:16 pm »

Ok, i could figure out the problem. This model has wasted normals. Actually someone has to recreate the model completely. The problem is, that this model only has triangles - no quads. Therefor blender is confused about the normals.
I'll see, what i can rescue, but it needs time ;)


This is what i could rescue so far - but some parts need a complete recreation.



https://docs.google.com/file/d/0B2opjgFY-gdiNGlGU0hhV1gyQnM/edit?usp=sharing
« Last Edit: May 29, 2013, 02:29:03 pm by necro »
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ZeosPantera

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Re: Texture problem
« Reply #9 on: May 29, 2013, 03:25:56 pm »

Either your grass is shorter than mine use to be or that thing is HUGE
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necro

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Re: Texture problem
« Reply #10 on: May 29, 2013, 03:34:00 pm »

Lol, i didnt recognized it, but you are right. The bike has correct proportions, so i guess the grass is shorter.


but there is no parameter for that ^^ so its surely the bike, which isn correctly proportioned.


This is the tree as reference:






« Last Edit: May 29, 2013, 03:37:51 pm by necro »
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ZeosPantera

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Re: Texture problem
« Reply #11 on: May 29, 2013, 03:38:47 pm »

Just spawn the 8x8 behind the bike.
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necro

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Re: Texture problem
« Reply #12 on: May 29, 2013, 03:58:42 pm »

I thought the tree would be evidence enough, but just for you i post a nice foto ^^


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giucam

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Re: Texture problem
« Reply #13 on: May 29, 2013, 05:30:39 pm »

LOL yeah, that bike is quite big. :D I've found 0.15 to be a quite good scale factor.

Thanks a lot necro! I've also found a way to work around it: I export the correct hierarchy from blender, then i manually edit the original and the new dae, I copy the hierarchy over the original dae, adjust some things and voila! It's quite a cumbersome work though, I'm still halfway.
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PytonPago

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Re: Texture problem
« Reply #14 on: May 30, 2013, 04:56:29 am »

I thought the tree would be evidence enough, but just for you i post a nice foto ^^





....just a little bit, a tiny, wemy wamy minuscle piece of a bit - bigger than it should. Simply said: an ogre giant could not ride that thing.  ;D
« Last Edit: May 30, 2013, 04:59:14 am by PytonPago »
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