Delta_135 Posted July 11, 2013 Posted July 11, 2013 Well, the only one I plan to use is the realistic, without blade version. When Delta puts up the file anyone else is welcome to do what they please with it you know i might put op both versions if anybody can help me with this uv map/texture problemfor some reason the suitcase is black on one side and fine on the other side and some sides are just plain screwed up.but in blender it looks fine blender md3 view and ingame i've tried to make the uv map again but it didn't workany suggestions?
Xycaleth Posted July 12, 2013 Posted July 12, 2013 I'd hazard a guess that your normals are inverted on those sides that are black.
Tempust85 Posted July 12, 2013 Posted July 12, 2013 If you made this in 3ds Max, make sure you reset xform on the mesh and collapse the stack. Any surfaces that are flipped you will now notice, then all you need do is flip them back to normal. I would also do an editable normals modifier and make sure all your mesh's normals are unified.
AshuraDX Posted July 13, 2013 Posted July 13, 2013 I'd hazard a guess that your normals are inverted on those sides that are black. could be
Delta_135 Posted July 15, 2013 Posted July 15, 2013 I'd hazard a guess that your normals are inverted on those sides that are black. well i tried to flip them and they still showed up blackalso other parts of the model's texture is weird i tried to uvmap it all again but it didn't workis it because i used a mirror modifier when i modeled it?i did apply it before i unwrapped the uvmap here is what the uvmap it self looks like
RebelChum Posted July 17, 2013 Author Posted July 17, 2013 No one has any ideas??? He's so cloooose!!! WANT
Delta_135 Posted July 18, 2013 Posted July 18, 2013 okay i've been playing around with the model trying to fix the problem and something funny is going on here. i tried to unwrap the uvmap again but this time i just left the way it was unwrapped i didn't clean it up or anythingthen i exported the model as a md3 but it still used the old uvmap like the changes i made never happend. so i tried again and made sure i saved the changes but it still used the same old uvmap on the modelso ether md3 exporter somehow saves it's own version of the model or md3 view does but since thereis no working md3 importer for blender i have to way to check it. i know it sounds a bit confusing but i have no idea how else to explain iti'm gonna try to play a bit more with it and see if i can find anything.
Futuza Posted July 18, 2013 Posted July 18, 2013 Because the sheer hilarity of a highly advanced plasma blade coming out of a normal everyday suitcase is too funny to pass up. Though it would be equally as funny if you beat your opponents with a suitcase.Being able to block superheated blades of heat and light with a mere suitcase of power is very LOL in my humble opinion.
Akimoto Posted July 23, 2013 Posted July 23, 2013 I believe something similar happened to me once when I was exporting. It was a bad md3 exporter, I believe.Anyhow, double check that it got converted/exported correctly!
Delta_135 Posted July 24, 2013 Posted July 24, 2013 well i've tried to reinstall blender and all the addonsbut to no avail i think i'm just gonna try to start over from scratch but if anyone wanna try to take a look at the old model and possibly try to find a solution your free to do so http://www.mediafire.com/?m1y355d34f3imu8 if you find out what the problem is please let me know.
Akimoto Posted July 24, 2013 Posted July 24, 2013 well i've tried to reinstall blender and all the addonsbut to no avail i think i'm just gonna try to start over from scratch but if anyone wanna try to take a look at the old model and possibly try to find a solution your free to do so http://www.mediafire.com/?m1y355d34f3imu8 if you find out what the problem is please let me know. screwing around with it. Its been a while since I have made and converted files. I will have to install stuff. @@ Ok, I have taken a look at it. It seems the UVW mapping is wrong in the md3 file. (convertion error?)If you want I could just remake the model using the same suitcase texture.
Psyk0Sith Posted July 24, 2013 Posted July 24, 2013 (edited) I'm on the case... Same as above, it looks like some of the UV shells were destroyed on export, they show up as tiny dot in the UV editor (that usually means no UV coordinates were applied). If you shifted overlapped UV shells out of the editor window, it's possible the md3 plugin / md3viewer / JA doesn't know what to do and simply blanks the coordinates. P.S.: a 1024x1024 texture is overkill, could've easily fitted a 512. I guess modern hardware won't have a problem with it /rant off Edited July 24, 2013 by Psyk0Sith
CaptainCrazy Posted July 27, 2013 Posted July 27, 2013 Not the hardest thing in the world to make and UVW unwrapping is so easy lol.
Delta_135 Posted July 29, 2013 Posted July 29, 2013 sorry for no updates for the last few days the summer heat here have been unbearablebut here is what i got so far: i haven't tried to export it to md3 yet Akimoto likes this
RebelChum Posted July 30, 2013 Author Posted July 30, 2013 I really like the look of it! Hopefully it doesn't appear massive in game I didn't know md3s could be used as saber models? Doesn't it have to be glm or something like that?
Delta_135 Posted July 31, 2013 Posted July 31, 2013 I really like the look of it! Hopefully it doesn't appear massive in game I didn't know md3s could be used as saber models? Doesn't it have to be glm or something like that? .md3 view can convert it to .glm RebelChum likes this
RebelChum Posted August 1, 2013 Author Posted August 1, 2013 .md3 view can convert it to .glm Did the export work?
Delta_135 Posted August 1, 2013 Posted August 1, 2013 yup seems works fine now: still need to work on the scaling a bit but otherwise it's finebut i'm still curious to why the old one didn't work so if anyone figures it out please let me know
ChalklYne Posted August 1, 2013 Posted August 1, 2013 you know i might put op both versions if anybody can help me with this uv map/texture problemfor some reason the suitcase is black on one side and fine on the other side and some sides are just plain screwed up.but in blender it looks fine blender md3 view and ingame i've tried to make the uv map again but it didn't workany suggestions?Zbrush will sometimes flip my uv map vertically for some reason when I hand paint something, then I have to bring it back into XSI and flip it back. It would give me about the same texture problem you were referring to... black on one side and screwed up textures... because it's upside down. Maybe that happened? Go back to the old one, open your texture file and flip it vertically, then save it and see if that fixed it... if not, try and go back to the texture before flipping it vertically, and flip it horizontally. Not important now I know, but still theres a good possibility that's what happened and maybe Blender likes to play games with the Uv's as well as Zbrush?
RebelChum Posted August 1, 2013 Author Posted August 1, 2013 @@Delta_135 Nice work! Actually, the scaling looks fine. Maybe 5% small would do the trick but honestly it would be fine as is.
Delta_135 Posted August 2, 2013 Posted August 2, 2013 well if anyone wanna try it out before i release ithere you go: http://www.mediafire.com/?6teddgf8022bseihopefully i remembered all the files RebelChum likes this
RebelChum Posted August 2, 2013 Author Posted August 2, 2013 Looks good, Has a good width to it. I really like the texture. However, I believe it needs to be about half the size in its length and height. Certainly was bigger in game than it looked in your screenshots. Is this a different version than the one you tested? The one you screenshotted looks a lot better scale wise. Here's how big it was in my game. I drew a red box on it to guesstimate approximately how big it should be.
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