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Post by dana86 on Feb 27, 2022 16:49:14 GMT -5
I used Blender 3 for animating a cloth plane to create a blanket, then exported the object so I could edit it in Blender 2.70.
Everything went fine in the end I think, made all three LOD meshes, recolors, etc. It works great in game. Now my issue is, I'd like to create a pattern for the texture (stripes, etc.) but due to the UV map being so fragmented (I used Smart UV Project), any non-solid texture looks scuffed.
I also tried mapping the texture in Blender using the Generated coordinates and that looks almost exactly what I want except there's some weird stretching where the fabric falls down. I know that I will probably need to redo the UV and unwrap it manually. Is there any trick of doing that since there are all the folds to create a cleaner UV map?
Or maybe somehow fix the mapped texture in Blender? My knowledge of Blender is limited.
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Post by simmerish20 on Feb 27, 2022 23:18:13 GMT -5
You can try to remove all the seams from the UVmap, then make new seams around the edges. That should give you a front and back to work with. Not entirely sure if 2.79 and below has the UV stretch tool (probably does - if 2.70 doesn't, you might want to go up to 2.76-2.79, I think all are compatible with S4S).
Probably will be a bit difficult still, but if you want to use patterns more easily instead of doing all your recoloring in Blender, UVmapping the model in a way that makes sense is the way to go.
How to mark seams Stretch tool
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Post by dana86 on Feb 28, 2022 8:23:04 GMT -5
Thank you so much, you are a lifesaver! That was easier than I thought, not sure why I complicated things!
I made a seam along the edges and then unwrapped, so now I only have two pieces.
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