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getting model textures right

Posted: Wed May 30, 2007 8:15 am
by lucifer1101
i am using google sketchup pro. i export my model to .obj format open up in uvmapper pro. make the model map box. save template. open up in paint. put wanted couler on it. and open 3ds model in model converter. and load texture saved.


Yet after all that my texture ends up looking like splattered paint.

if someone can help me please do!!

Posted: Wed May 30, 2007 9:14 am
by Fooli
Almost certainly the uv coordinates are getting mashed somewhere in the file conversion process.

Show me a pic, or post a link to your 3ds file...

f

Posted: Wed May 30, 2007 10:42 am
by zaroba
do you have 'Compress UV Coordinates / No Tiling' turned on in the convertor?

also, did you try fliping the texture vertically?

Posted: Wed May 30, 2007 11:49 am
by Jayecifer
Yeah, I'm finding that I have to flip and rotate my uv maps every which direction to get them right as well.

Posted: Wed May 30, 2007 12:01 pm
by Fooli
It's a "feature" :] Depends which programs you're using to export and/or convert into your 3ds files, but yes, you can end up with the uvs flipped and/or offset. I'm not sure whether it's a problem with the model converter (always possible) or just one of those things that happens when you've got 2 or 3 programs interpreting texture data and trying to convert it into whatever format.

This is another reason why I always use .x instead of .3ds... x format has its own issues from time to time, but incorrect texture coordinates has never been one of them. For me anyway.

However, I'd say that flipped uvs wouldn't really create a "splattered paint look" ... that sounds to me more like missing or bad uvs in the first place. Until we see the model, who knows.

f

Posted: Thu May 31, 2007 12:50 am
by lucifer1101
i think i should just use another program for now but if anybody wants a cool spaceship model in 3ds format just ask and i will see what i can do about getting it to you.

Posted: Thu May 31, 2007 1:28 am
by Jayecifer