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UV map Problem


ibsg

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So well how do i start.

I wanted to create a mod for Fallout 4 - an visor to be exact.

So i created the mesh/ object as you can see here : http://puu.sh/pq8YB/b4beaa82ee.png

Then i tried to create an UV-Map In Maya : http://puu.sh/pq92q/90845bc2f4.png

After trying to make an texture with photoshop it looked like this : http://puu.sh/pq99i/11d2d77a08.jpg

 

 

So well the Mesh fits perfectly @Maya http://puu.sh/pq9co/3ef992eae2.jpg

 

But when im trying to apply it to the mesh in Nifscope im getting weird results like this : http://puu.sh/pq9ut/0e1f68ae72.jpg

 

 

So my Question is ho do i have to set up the layout of my textures in order to apply them correctly? :< Is there any tool which does that for me? Im fairly new to modelling and texturing and im sorry for that many pictures but i didnt know how to explain it in words.

 

Thank you for any Advice!

Edited by ibsg
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well the problem is what do i do after 30 days? Im still student so i cant afford any fancy and expensive programms ;_; I got maya for 2yrs or 3 for free because im a student - i'll try it out tomorow anyways.

 

Tipps for maya are still appreciated ~

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I am having the same problem with the sword that I made. It looks fine in marmoset and in maya but when I load the weapon into game the uvs are not in the correct spot. I did the unwrapping in headus but I modeled it in Maya. Though I did my textures in substance painter and did my uv bake out from there. Im working on trying to figure out how to fix this, if I figure it out I'll let you know. Also if your figure it out let me know.

Edited by sankojin
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The engine flips the UV, you'll likely have to experiment with flipping and rotating your texture.

 

I tried every combination : Horizontal mirroring, vertical mirroring, Rotating @90 degrees and so on , still the same weird issues :<

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So I wanted to try and export the model from a different program to see if it would change things and it did. When I exported the model from 3ds max I no long had the problem. It has to do with exporting from Maya. Still no idea how to fix it. If I where you I would get blender and use that to export your mesh. Model what ever you want in Maya than export an obj. Load that into blender and then export from there as a nif or obj and turn it into a nif from bodyslide. Not a fix but a work around till we can figure something else out.

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