Texture Problem

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LordGarth
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Texture Problem

Post by LordGarth »

Has anyone else had the problem that the texture on a 3d model is wrapped with only the upper left most pixel being used over the entire model.

I have experienced that with some models and I dont know why it does that.

LG
Dungeon Master and DOOM will live forever.
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JohnWordsworth
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Re: Texture Problem

Post by JohnWordsworth »

I could be completely wrong, but it sounds like it could be a UV mapping issue or an issue with the dimensions of the texture.

Possibility 1. All UV coordinates are being exported as 0,0 for some reason (ie. the data is being lost). If you're using the GMT have you ensured you are exporting UV data and have you tried importing using the Assimp import mechanism?

Possibility 2. If the texture dimensions are not powers of 2 (a x b where a, b are 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048) or if the wrong DXT compression / pixel format is used, it's possible that the game is reading the file incorrectly? Although, in this case I would expect an error.

There are surely many more possibilities, these are just the two that pop into my mind at this point!
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juho
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Re: Texture Problem

Post by juho »

Check that you don't have multiple uvs.
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LordGarth
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Re: Texture Problem

Post by LordGarth »

I just seems to do it with an unwrap or not. I have tried it with no materials assigned and with materials assigned.

If there are no materials assigned it just comes up as OBJdefault in the toolkit and I make my own 1024 by 1024 and it will only use the upper left most pixel.

LG
Dungeon Master and DOOM will live forever.
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LordGarth
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Re: Texture Problem

Post by LordGarth »

Fixed the problem on one of my models.

I added a vertex group under object data and check auto smooth under object data/normals.

LG
Dungeon Master and DOOM will live forever.
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LordGarth
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Re: Texture Problem

Post by LordGarth »

The Assimp is helping and I am getting multiple material slots now. YAY!

LG
Dungeon Master and DOOM will live forever.
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