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Post by PixelHeaux on Sept 23, 2017 13:48:13 GMT -5
Hello! I'm converting this object but when it loaded in Blender it was missing parts of it. How do I fix this? Also, is there a way to make sure my object will be on the ground in game and not in the air?
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Post by s3nova on Sept 23, 2017 15:44:37 GMT -5
Hey! It seems that some faces have their normals pointing inward. A normal is a vector perpendicular to a face. You can see a face if the normal points roughly towards you, if it points away from you the connected face becomes invisible. To see normals in Blender goto Edit mode and see under Mesh Display, where you can select vector or face normals. They will be shown as thin blue lines. Check if you can see them. If there is a problem or just to be sure: menu Mesh / Faces / Recalculate normals.
Furthermore it seems that your texture was applied mirrored, at least the 'Cheetos' text is mirrored. You might have flipped faces in UV space, flip them back for proper texturing.
Success!!
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Post by PixelHeaux on Sept 23, 2017 17:27:16 GMT -5
Hey! It seems that some faces have their normals pointing inward. A normal is a vector perpendicular to a face. You can see a face if the normal points roughly towards you, if it points away from you the connected face becomes invisible. To see normals in Blender goto Edit mode and see under Mesh Display, where you can select vector or face normals. They will be shown as thin blue lines. Check if you can see them. If there is a problem or just to be sure: menu Mesh / Faces / Recalculate normals. Furthermore it seems that your texture was applied mirrored, at least the 'Cheetos' text is mirrored. You might have flipped faces in UV space, flip them back for proper texturing. Success!! Everything is working perfectly now! Thank youuuu <3
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Post by PixelHeaux on Sept 23, 2017 22:42:01 GMT -5
One more thing? Can you explain flipping faces? I'm still new with uv mapping and don't see how I mirrored them exactly.
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Post by s3nova on Sept 24, 2017 5:41:54 GMT -5
Great that things are working now!! The flipping faces issue: for simplicity lets say you have only a square plane and you UV unwrap it. Then add the Cheetos texture. In 3D editor you will see the Cheetos texture applied on the plane and you'll be able to read it, like this. Let's say you go into UV editor, select the upper and lower right vertices of the plane (in pic marked with red circles) together and move them to the left, like this. You will see the texture move, but as soon as you move the selected faces to the left of the non selected vertices, the image will be mirrored like this.This is what I mean with flipping an UV-tile. But there is no way to see this in UV editor, so you can accidentally flip UV tiles without knowing it. But you can see it in 3D editor, when it contains text that is mirrored. Check your UV-map and see if the faces you are having problems with are flipped this way. And you can use the same way to flip them back. Good luck and hope it'll work!
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