Crowley9 Posted December 12, 2023 Share Posted December 12, 2023 I imported the .nif of the LAER to Blender, did some altering and then exported it back to .nif form. When I examined the model in Nifskope I noticed there were dark gaps in the textures that were not there before. Looking at the UV maps I could see that somewhere along the way that had been altered. Vertices close to each other were merged, about which I attached and image below. Textured view in Blender did not show these gaps, so I figure it must have somehow happened in the export process. I tried switching on and off the different settings on the left column like "Stripify geometries" and "Smoothen inter-object seams" and "Export skin partition" and "Combine materials to increase performance". However, none of those made a difference. Can anyone help me figure out what is happening here? Link to comment Share on other sites More sharing options...
M48A5 Posted December 12, 2023 Share Posted December 12, 2023 Are you sure that the vertices were merged and not just overlapping in the UV map? Can you separate the pieces using the "Edit UV" function in NifSkope? What version of Blender are you using? Link to comment Share on other sites More sharing options...
Crowley9 Posted December 12, 2023 Author Share Posted December 12, 2023 I did check the vertices are merged and not just overlapping. And I am using Blender 2.49 with 2.5.5 version of the .nif plugin. Link to comment Share on other sites More sharing options...
AusAllerWelt Posted December 13, 2023 Share Posted December 13, 2023 Can you share the .blend file? Link to comment Share on other sites More sharing options...
Crowley9 Posted December 14, 2023 Author Share Posted December 14, 2023 (edited) Here's one of a test I did. I tried just importing the LAER .nif and exporting it back without any alterations done in Blender. It still had the same effect on the UV map. laer_test.zip Edited December 14, 2023 by Crowley9 Link to comment Share on other sites More sharing options...
AusAllerWelt Posted December 14, 2023 Share Posted December 14, 2023 (edited) The issue seems to be that Blender merges the UV because they belong to the same object and lie so close together, you can fix this by simply moving the small UV island of that strip far away and put it back in the original place afterwards so the UV isn't merged on export. I don't know if there is any other way to fix this, but I also don't understand why the mesh was created this way in the first place. Edited December 14, 2023 by AusAllerWelt Link to comment Share on other sites More sharing options...
Crowley9 Posted December 14, 2023 Author Share Posted December 14, 2023 Gotcha. Thank you! Link to comment Share on other sites More sharing options...
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