Hi all, recently i've been trying to get one of my old roblox models (gasp) into trainz via blender but im having problems with the UV mapping rendering as a jumbled mess, i've tried using PaulHobb's tutorials for it but they're sadly outdated.
Does anyone know how i might medigate the mess for the map as the .xml exporting using the N3V plugin fails without the texture map
Blender Help
- RDLOVER777
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Blender Help
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- SnakeLight64
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Re: Blender Help
Hi there,
Have you tried Smart UV Project? I set the Angel Limit to 89 to give a better unwrap. Then from there I edit the UV map to a layout, there is most likely a different way of doing it (with the hand of Mark Seam)
I've been slowly unwrapping the 1992 Stock I've making and doing it via the Smart UV Project has helped loads!
I hope i make sense!
R
Have you tried Smart UV Project? I set the Angel Limit to 89 to give a better unwrap. Then from there I edit the UV map to a layout, there is most likely a different way of doing it (with the hand of Mark Seam)
I've been slowly unwrapping the 1992 Stock I've making and doing it via the Smart UV Project has helped loads!
I hope i make sense!
R
- RDLOVER777
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Re: Blender Help
tried that, as per paulhobb's tutorial and it causes that jumbled messSnakeLight64 wrote:Hi there,
Have you tried Smart UV Project? I set the Angel Limit to 89 to give a better unwrap. Then from there I edit the UV map to a layout, there is most likely a different way of doing it (with the hand of Mark Seam)
I've been slowly unwrapping the 1992 Stock I've making and doing it via the Smart UV Project has helped loads!
I hope i make sense!
R
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- SnakeLight64
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Re: Blender Help
Just noticed your model is one whole object, I'd suggest splitting parts of the mesh into separate objects to make it easier for the UVMap, for example, Doors, Cab, Main body, Windows, etc etc. When you then unwrap each object, you won't get a cluster like what you are experiencing now.
The other I can think of is deleting that UVMap, selecting an area of the mesh and then doing the unwrap process, this way you can do each part step by step without having to go through the whole object, then repeat the process.
Unless someone with more knowledge knows what's best?
Also if you want to know more about Blender I'd highly suggest watching Blender Guru tutorial, it's not aimed for game content creation but you will learn how to use blender, etc.
R
The other I can think of is deleting that UVMap, selecting an area of the mesh and then doing the unwrap process, this way you can do each part step by step without having to go through the whole object, then repeat the process.
Unless someone with more knowledge knows what's best?
Also if you want to know more about Blender I'd highly suggest watching Blender Guru tutorial, it's not aimed for game content creation but you will learn how to use blender, etc.
R
- RDLOVER777
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- RDLOVER777
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Re: Blender Help
I did what you said and started on the doors and i got this UVMapSnakeLight64 wrote:Just noticed your model is one whole object, I'd suggest splitting parts of the mesh into separate objects to make it easier for the UVMap, for example, Doors, Cab, Main body, Windows, etc etc. When you then unwrap each object, you won't get a cluster like what you are experiencing now.
The other I can think of is deleting that UVMap, selecting an area of the mesh and then doing the unwrap process, this way you can do each part step by step without having to go through the whole object, then repeat the process.
Unless someone with more knowledge knows what's best?
Also if you want to know more about Blender I'd highly suggest watching Blender Guru tutorial, it's not aimed for game content creation but you will learn how to use blender, etc.
R
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- SnakeLight64
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Re: Blender Help
Ah, ok i guess my help isn't so much of help unfortunately, sorry about that. The only thing i can suggest for you is to give this tutorial by Blender Guru a go, i'm still a novice at modelling/blender but saw your post and wanted to lend a hand. But obviously I failed! ha ha I suspect the way i've been doing it has worked for me as I only have a small section (My model is mirrored 2 times)
R
R
- RDLOVER777
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Re: Blender Help
thought i'd post this here since this is blender in general.
How do i prevent imported meshing in trainz from being slightly see through as you can see in the pictures below
How do i prevent imported meshing in trainz from being slightly see through as you can see in the pictures below
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