Author Topic: Model from Blender loads with no textures  (Read 6661 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

If you cannot see the texture set after assigning Materials, try to follow the steps in the image, that was the whole issue for me.

Remember not to use UDIMs when selecting the model