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Post by manybees on Mar 3, 2018 21:05:42 GMT -5
I am attempting to create an accessory vest, and I edited the uv map so that I could place the texture int he extras slot. Unfortunately, whenever I use the rearranged texture in s4s, the item ends up looking like this. I checked in the common problems thread and found my issue, but I used a template so it should be the right size, and I don't know what making sure I have my mip-maps checked means. I tried to look it up on google, but I couldn't find anything useful that I could understand. Here is the mesh for the item in case it's needed. I don't think it will be since this is apparently a relatively common problem, but I'm still sharing it just in case. Thanks in advance.
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Post by annabluu on Mar 3, 2018 21:22:55 GMT -5
hi! anytime you move the uv you have to change where the texture is. you need to bake the texture in blender so you know where it is and then in your 2d editor you can move the texture onto the bake.
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Post by inabadromance on Mar 3, 2018 22:17:05 GMT -5
hi! I'm on mobile right now, but looking at the picture I can tell you that the uv hasn't been moved. so check that again. remember that you need to move the vest's uv parts from uv_0.
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Post by manybees on Mar 4, 2018 8:36:22 GMT -5
I'm not sure what you mean by uv_0. As far as I'm aware, I've already changed the uv map. This is what the uv mp looks like when I open up blender, and this is the texture I'm using. Whenever I use the original texture it looks normal, but using the edited texture makes it look like the above image.
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Post by Feyona on Mar 4, 2018 9:07:48 GMT -5
Your picture from Studio says that uv is not where it should be, your .blend is fine. Please share .package so we can see where is the problem.
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