|
Post by halueve on Sept 10, 2024 11:06:08 GMT -5
I created a new mesh and texture for the GTW retail signs, and successfully imported the mesh into S4S. However, the when I went to import the diffuse for the sign's frame, it displayed skewed and flipped. I attached a picture so that you can see the problem better: imgur.com/a/tGTXK5s
|
|
|
Post by mauvemorn on Sept 10, 2024 11:11:01 GMT -5
Hi. Share your blend file please
|
|
|
Post by halueve on Sept 10, 2024 11:15:18 GMT -5
|
|
|
Post by mauvemorn on Sept 10, 2024 11:22:58 GMT -5
mesh 2_frame has no cut, so is not being imported.Also, assign it to transformBone, vertex paint and rename a uv map to uv_0
|
|
|
Post by halueve on Sept 10, 2024 11:47:45 GMT -5
Here is the package file and the amended .blend file:https://we.tl/t-rRUvPzU26u. I don't know how to assign the transform bone (or exactly what it does).
|
|
|
Post by mauvemorn on Sept 10, 2024 13:04:23 GMT -5
In bold - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import your object, select it, rename uv map to uv_0; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
|
|