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Post by kyutorias on Sept 10, 2018 21:59:53 GMT -5
Hello. I have a mesh (A group of meshes) that form a model. I have no problems importing that model into S4S but i need to add the proper texture to it. The mesh is rather very complicated and has lots of different UV maps. I tried joining the meshes to create one big UV map but that didn't fix anything as S4S didn't take in the result well. How do i know how S4S is gonna take the texture map or UV map and apply it.If i were to create a texture map for the entire model, how do i know in which order i need to organize it in order for S4S to read it properly. I already have different texture maps or images for each part of the mesh. When importing any of those textures to S4S, it identifies it and applies it to the right part of the mesh. So for example: if i import the headpiece texture to S4S from Texture > Import. It automatically snaps that texture to the head. Same if i import any other texture for that mesh. That indicates that S4S identifies the textures. I just need a way to combine those textures into one so i could import it into S4S and have it apply on my character.
Thanks in advance for your help.
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Post by inabadromance on Sept 10, 2018 22:11:35 GMT -5
hi! all meshgroups must have the same uv name (uv_0) when joined together for all uvs to join as well. that's the only thing you need to do. once all them are in one uv, you arrange them if needed. if you're still having troubles then please share the blend and package file.
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Post by kyutorias on Sept 10, 2018 23:47:09 GMT -5
Alright, i will try that and see how it goes.
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Post by kyutorias on Sept 11, 2018 1:26:52 GMT -5
It worked! Thanks a lot! My problem was, every separate UV map was placed in the same position, so after merging them, the final UV map would have them all stacked on top of each other. I went to each one separately and placed them in different locations before merging, made a random new texture image with all textures next to each other then just moved and scaled the uv pieces in the right places. And it worked. Thanks! I've been trying to make it work for so long! Cheers guys!
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