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UV problems in Blender


jkruse05

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Pretty much just what it says. I have an original mesh and I've made a UV map for it. The problem is once I save it (as .tga) and export the .nif, when I open it in Nifskope there is no texture linked to the mesh. Are there some certain settings I need to change when I save or export? I just got the newest version of blender, the process has changed a bit from the previous version I had and I fear I may be doing something wrong.
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You need to attach an image to your objects before exporting to NIF. Just creating a UV Map is not enough but it is the 1st step.

 

LHammonds

 

oha!

is that the point, where i can specify, which texture-size i will have? (e.g. by attaching a 2048x2048 or an 4096x4096 size picture)

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is that the point, where i can specify, which texture-size i will have? (e.g. by attaching a 2048x2048 or an 4096x4096 size picture)
If the UV Map is a perfect box such as 1024 x 1024, you can reference an image that is 512x512 or 2048 x 2048 without doing anything special (I think) and it will work just fine. The problem (which requires a modification to the UV) is changing the dimensions from something like 512x512 to 128x1024 which would be shaped differently and thus cause nasty stretching or squishing.

 

LHammonds

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Ive found I can export the mesh with a default Blinn and worry about assigning textures in NifSkope in the BSShaderTexture details window thingy

 

once you expand that item, in the details box you will see a Textures [+] tree item, expand that and assign your textures there.

 

First one is for diffuse

second is for Normals with Specular inside the alpha

 

third and fourth are reserved for objects with opacities or something i dont know yet :)

 

fifth is for environmental/cube maps ? fake reflection maps on shiney surfaces?

sixth is for masks? so you can mask out parts of the texture and make color-swap variants or rusty variants to only some parts of the texture? o.O

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