Author Topic: Model from Blender loads with no textures  (Read 1461 times)

I re-did the UVMaps, I also grouped a couple of materials together to make more use of the maps.
Here's an FBX: https://drive.google.com/open?id=1Ez1e_IdUE13DQJPoezWBmD82IQj_5WHd
This is the blend file I used to export the above: https://drive.google.com/open?id=10NTQgEUTsYwE-heEel-4_k6jy6ImNOh5

This is a blend file following working in SP and linking up the textures via live link to show how a result may look:
https://drive.google.com/open?id=1eSt5kPhLGfromCYWOnJH4EM0IKoGgV_0

Finally, a snapshot of SP as I was texturing:


That's great! Can I ask what specifically you did to the UV Maps?

Also--what do you mean by "grouped the materials"?

That's great! Can I ask what specifically you did to the UV Maps?

Also--what do you mean by "grouped the materials"?
Basically, I just built the UV Maps from scratch, setting seams where I felt there was a suitable compromise between area and making maximum use of the UV space. Some areas could be done in one bit, but I broke them up a I felt it would waste a lot of UV space. It's a laborious task, but if you want semi-decent UVMaps, it's the best way. Smart Project can get a bit messy.

When I say "group" the materials, that's a bit of a false statement, I joined two materials together, but before I did, I used vertex paint to set them to different colours so in SP, I could use an ID map to isolate them. That allowed me to combine them to again make better use of UV space, so they could share a texture map. In hindsight, I would of set them as having their own vertex groups in Blender as well. Alas, Blender doesn't allow you to select vertices by vertex pain colour, (it would be a very useful feature).

If what I just said sounds confusing, let me know and I'll try and do a video on the whole process.
Last Edit: May 04, 2019, 11:50:05 am

Heh. *Mostly* confusing.

I understand the concept of seams but I really don't know when I need to *make* an edge a seam. I haven't done it.

The bit about joining textures--I can take two textures and join them in GIMP or whatever--but I suspect that's not what you're talking about there, is it?

Heh. *Mostly* confusing.

I understand the concept of seams but I really don't know when I need to *make* an edge a seam. I haven't done it.

The bit about joining textures--I can take two textures and join them in GIMP or whatever--but I suspect that's not what you're talking about there, is it?

Making a seam is easy, select an edge where you want the "cut" to appear, (it helps to think of unfolding it like paper), then CTRL+E pulls up the edge menu, select "mark seam". you can shift+click or ctrl+click to select multiple edges to mark as seams.

No, what I did was, in edit mode, select the "yellow" material, go into vertext paint, assign it a colour, switch back to edit mode, deselect the yellow, select the "tank" material, go into vertex paint, assign that a different colour. This ensures both are distinct in SP using an ID map, (which is created based on the vertex colours in Blender).
I then selected both those materials and assigned them to "yellow" and renamed that "yellow and tank". In object mode, I deleted the, now unused, "tank" material. In edit mode then, I an make better use of the UV map space, rather than having 2 textures which are mainly empty.
Last Edit: May 04, 2019, 02:46:32 pm

I have finally got around to doing a tutorial, in 3 parts, on the whole process I went through here.

Part01: https://www.youtube.com/watch?v=-yInmaj1-tw

Part02: https://www.youtube.com/watch?v=Mxnv0CdPt8k

Part03: https://www.youtube.com/watch?v=XwFa1GQQsYc