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Post by flamethestral on Oct 11, 2019 8:44:22 GMT -5
I'm making a mesh edit of a dress and got to UV-mapping it, I thought the UV map looked fine in blender but when I open the mesh in s4s most of the item doesn't show any texture. I tried importing a default nude .dds to make sure my texture file wasn't the problem.
Does anyone know how to fix this?
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Post by mauvemorn on Oct 11, 2019 10:19:33 GMT -5
Hi. We would need to see the blend file to know for sure
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Post by flamethestral on Oct 11, 2019 13:24:44 GMT -5
(I know the faq says to upload the files directly to the thread but for some reason my computer isn't letting me do that, sorry!)
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Post by mauvemorn on Oct 11, 2019 16:13:59 GMT -5
Hi. When combining meshgroups, make sure their uv maps have the same names. Otherwise they will not merge and you will end up with 3+ uv maps, which is what happened in you case. 1). choose UVMap, enable sync; 2). switch to face select; 3). press B to activate box selection and select the uvs. Avoid vertices in the bottom left corner; 4). in 3d view press P and choose selection; 5). select separated mesh, delete its uv_0 map by clicking on - button, rename UVMap to uv_0; 6). switch to vertex paint and paint it with 00FF00; 7). Shift-select s4studio_mesh_3, press Ctrl J to join; 8). remove doubles with Merge distance set to 0,0001
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Post by flamethrower on Oct 12, 2019 4:53:09 GMT -5
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Post by turquoisee on Jan 15, 2020 15:04:43 GMT -5
this might be a dumb question (and sorry for replying to an older thread), but would you mind explaining why the vertices in the bottom left shouldn't be touched? what part of the mesh do they correlate to?
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Post by mauvemorn on Jan 15, 2020 16:31:00 GMT -5
I don't remember seeing this mesh and writing this reply at all... why did I not tell them to delete everything hidden by fabric, to vertex paint the separated mesh... anyway turquoisee It appears that op cut out ( rather oddly ) a piece from the chest area of one mesh and joined it with another. In the process of cutting out that piece its uv_0 map was renamed to UVMap (default name, no idea why did this even happen ). After that one meshgroup had UVMap and uv_1 maps and the second one had uv_0 and uv_1. When they were combined, uv_1 maps merged into one while UVMap and uv_0 remained separate. All uvs of the second meshgroup that were not present on UVMap before appeared on it in the corner, all vertices on top of each other in the same place. If we were to enable sync and select all these dots in the corner, everything but chest area would be highlighted in 3d view. So to merge these UVMap and uv_0 into one we would need to separate these meshes again, delete extra uv maps, rename UVMap where chest area is unwrapped to uv_0, and combine them again.
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Post by turquoisee on Jan 17, 2020 5:30:50 GMT -5
ah, thank you, that makes sense!
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