Texture in ModelEditor places diffrent than in Blender

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  • I'm at al loss here.


    After starting to texture one of the new signal parts using materials, baking them together on one texture file, they are shown totally different in the Model Editor.

    Texture image saved as .tga, converted to .dds (vertically mirrored) and then applied to the .fbx export of the file in Model editor. What part am I missing, or doing wrong here?


    Baked texture with UVunwrap:


    Converted to .dds:


    Applied in Blender:


    Applied in ModelEditor:


    Hope someone can help me out here.

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  • Just did a quick test using the default cube. Slapped 2 different materials on it, saved it as one image file, exported the whole thing and same result.

    Then placed a new cube, put the newly made texture file on it (without UV unwrapping) and gave me the same result as in the ModelEditor.


    Looks like the UVunwrap somehow isn't being saved in the model that's exported as fbx. What am I missing? Really want to start creating my texture files directly in Blender as it just works easier than trying to work out everything inside paint.net and the ME, for finetuning..

    Vragen? Stel ze gerust in het Nederlands, Engels of Duits^^

    Fragen? Schreibt mich dan einfach auf Niederländisch, Englisch oder Deutsch^^

    Questions? just ask them in Dutch, English or German^^

  • The exported object is a dupe of the object with the Materials.


    So the workflow was as follows:
    1) modeling object parts

    2) combine parts to one

    3) use 2 Materials to get the preferred effect (concrete and aluminum)

    4) UV unwrap the object.

    5) make a copy, that saved the UVunwrap.

    6) deleted all materials on the copy

    7) original object -> bake both materials to one .tga using the unwrap

    8) create new material for the copied object with no materials, place the new .tga


    Below is the part after that. So I don't think this one mesh has multiple UVs. Where exactly in the properties could I check this?





    This is what it looks like in Blender File view

    Ignore de .003 on the mesh. didn't rename it after deleting other parts, before starting the texturing

    Vragen? Stel ze gerust in het Nederlands, Engels of Duits^^

    Fragen? Schreibt mich dan einfach auf Niederländisch, Englisch oder Deutsch^^

    Questions? just ask them in Dutch, English or German^^

    Einmal editiert, zuletzt von yellowcake ()