Source Filmmaker

Source Filmmaker

Question about Blender for Pte Jack (Or anyone else that knows)
Jack this concerns part 7 of your tutorial series "Converting XNA models for SFM - Materials and Textures" http://www.youtube.com/watch?v=SIRIt9VS62w

What do i do when a single object has 2 different UV maps for covering different parts of the object?

If i click on the "Object Data" tab i can select the 2nd UV Map and apply the texture to that part of the model, but once i select the 2nd map, the texture that was applied via the 1st map disappears from the other part of the model. I don't know how to make both UV texture maps apply at the same time. The weird part is they both use the same .TGA texture file... just for whatever reason the model has 2 different UV Maps for that texture to cover the entire model.

Here's 2 screens showing my dilema:
http://i59.tinypic.com/96kpko.jpg

http://i61.tinypic.com/j5vwol.jpg
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That's simple.

You create 2 materials for the object. You select the mesh objects that are part of the first UVMap and assign them to that material. You then deselect those, create the second texture, select the mesh that make up the second UVMap and assign that mesh to the second material.

Like in this picture... http://imgur.com/tTsXZUt
you would do this for as many maps as you have for that one object. I've seen 45 maps on a single object with additional maps for ther objects that made up a model. (mdd models are really bad for that, the old each finger has it's own map sort of thing. SFM is limited to 32 materials (or vmts) for a single model. Total!!) Each Material name in Blender needs its own vmt.
yeah i have 2 different materials.. and i can easily apply the texture to the model via each map... but for some reason both material sections won't show up at the same time.

Only the UV section which i have selected under "Object Data" map tab will show up.
(just noticed as you pointed out) Looking at your first picture it looks like you have 2 separate UVMaps (Look under shape keys in the Object data tab) one is called psk0 the other psk1. Only 1 is visible (Camera option is turned on) . I think you have to join these 2 together into 1 map group. (how, I'm not sure, but let me dig into it.)
Legutóbb szerkesztette: Pte Jack; 2014. márc. 2., 15:43
OK, go to your material and then the texture, make sure you have the you have mapping set to UV. Your texture will most likely be set to either psk0 or psk1. Go back to the Object Data tab and add a new map, call it UVMap. now go back to your textures and assign both materials to UVMap under Mapping. You should see both materials displayed on your model at the same time now. You now be able to delete psk0 and psk1 from the UVMapping section under the UV Maps section of the Object Data screen.
Make sure you have a saved copy before you do this. I just tried it and found that my UV maps got all pooched up...
Psi, can you link me to this model? I searched for it without any luck. I want to look at the actual UV setup.
You may have to make separate objects first, create the single map then join the objects again and throw the maps into the new map.

Nope, that didn't work either...

Most of my models have the maps all assigns to one. I can't find one that doesn't. I would like to experiment with this one...
Legutóbb szerkesztette: Pte Jack; 2014. márc. 2., 17:18
yeah, probably won't find this model on the net... i ripped it myself from the game files. It's .psk skeleton mesh format.. so you'll have to have that import option activated in your user preferences. (believe it was available default with blender)

i don't have time right now to try your new suggestion (work at 4am tonight have to sleep) but i uploaded the mesh / texture real quick..


Legutóbb szerkesztette: psi onix; 2014. márc. 3., 8:41
btw the model actually has 3 different UV MAPS... but the 3rd one (psk2) is just for a decal that goes on the head which i don't need so i typically delete that one + the vertices that go along with it because i don't want the decal on the model. Just the first 2 UV Maps needed to actually texture the model.

Joining the two UV maps would work in this case since the Maps use the same texture, but im seeing other models from this same game also have 2 UV maps for 1 object but requires two different textures so that solution wouldn't work in those cases.
Legutóbb szerkesztette: psi onix; 2014. márc. 2., 17:46
KK, you can kill the link, I have the zip. Will let you know what i find. It looks like this has been a problem from before 2.49. I found one solution but it means creating new skins. I just can't see that. There has to be a way. Now to find my xna plugin to get the psk... lol
Legutóbb szerkesztette: Pte Jack; 2014. márc. 2., 18:02
It doesn't look like PSK1 and PSK2 have been unwrapped or assigned to the materials. When I select psk0 the whole model lights up but only a portion of it unwraps to the map. I also removed like 8100 duplicate verts.

Legutóbb szerkesztette: Pte Jack; 2014. márc. 2., 18:46
Ok, got all textures to appear under their individual maps... now to get them to combine...
Ha... I knew there was a way... but it is long winded...

http://imgur.com/KniyvoF

I'll get back to you as soon as I figure out what I did... lol
Legutóbb szerkesztette: Pte Jack; 2014. márc. 2., 20:38
oh wow. i would have never figured that solution out on my own. thanks a lot!
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Közzétéve: 2014. márc. 1., 19:24
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