KaptenN Posted October 7, 2011 Author Share Posted October 7, 2011 (edited) I just watched this video: to see if I had all the options set correctly. I didn't do the unwrap part because the mesh was already correctly spread over the UV.However, when I got to the point in the video where he says to change the draw type to textured it turned out my mesh was completely white!Here's a screenshot (possibly NSFW): http://img594.imageshack.us/img594/8418/whitek.jpgDoes that give any better clues as to what's wrong? Edited October 7, 2011 by KaptenN Link to comment Share on other sites More sharing options...
Ghogiel Posted October 7, 2011 Share Posted October 7, 2011 (edited) Not really helpful that. What might be useful to mention in regards to your UV is you are going to have lighting and texturing artefacts where you have overlapping UV shells. There will be a clear texture seam, and possible tangent space generation issues. The skin shader is particularly fussy about that. You also have hard edges where you stitched the 2 meshes together, smoothing it will go a long way to hide the problem seam, What is wrong is you have the mesh object named something other that what it should be. rename it correctly, and you should get the correct texture displaying. edit to clarify 'Tri Foot:Legs01 0.003' is invalid in terms of the skin shader. Edited October 7, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
KaptenN Posted October 7, 2011 Author Share Posted October 7, 2011 (edited) Heh... The diffrence in the name is because I started out with duplicating the two meshes that I was about to merge several times to have back-ups. :POkay. I will try renaming the object. Edited October 7, 2011 by KaptenN Link to comment Share on other sites More sharing options...
KaptenN Posted October 7, 2011 Author Share Posted October 7, 2011 Not really helpful that. What might be useful to mention in regards to your UV is you are going to have lighting and texturing artefacts where you have overlapping UV shells. There will be a clear texture seam, and possible tangent space generation issues. The skin shader is particularly fussy about that. You also have hard edges where you stitched the 2 meshes together, smoothing it will go a long way to hide the problem seam, What is wrong is you have the mesh object named something other that what it should be. rename it correctly, and you should get the correct texture displaying. edit to clarify 'Tri Foot:Legs01 0.003' is invalid in terms of the skin shader. THANK YOU!!!I didn't even need to mess with Blender to fix that. I simply renamed the NiTriStrips branch in NifScope to "Foot:Body".A thousand thanks to you! Link to comment Share on other sites More sharing options...
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