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Trouble with UV unwrapping
Im looking to bake a set of multiple textures that difficultly all came seperately for different parts. Every time I go to uv unwrapped the textures i have applied to be in the right place, the textures get all messed up, i was wondering if anyone knew the solution to this. ( https://imgur.com/a/uHVXE - left=before uvunwrap, right=afteruvunwrap) Also im not sure if baking the textures is what im really looking for, so if you also know how to get the pre applied textures as a single image in a uv mesh, that would be helpful as well.
Last edited by IntrepidNeon; Apr 9, 2018 @ 5:56pm
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Showing 1-15 of 25 comments
Zappy Apr 10, 2018 @ 5:39am 
Exactly why are you trying to do a UV unwrap when the UV coordinates have already been set up? Doing a UV unwrap basically resets the UV coordinates to whatever Blender thinks would be nice for you to make a completely new texture from scratch for.

If we say there are two 512x512 textures, you should just use a simple image editor to put them beside each other in a new 1024x512 image, and use that as a texture. Then you should select the part(s) of the mesh that use(s) texture A, and scale its(/their) UV coordinates to be 50% the previous size, on the X axis, and then move them to the left half of the texture. Then do the same for the part(s) of the mesh that use(s) texture B, but moving those UV coordinates to the right half of the texture instead of the left one.
IntrepidNeon Apr 10, 2018 @ 6:09am 
The uv is all tangled till i unwrap it, each one of he 20+ textures that i have applied are square images that each have a slot to be apllied to. How would i turn them into a single texture for compiling?
Last edited by IntrepidNeon; Apr 10, 2018 @ 6:12am
Zappy Apr 10, 2018 @ 6:22am 
Originally posted by Basswav3:
The uv is all tangled till i unwrap it, -
Are you sure? Where did you find the model in question?

Originally posted by Basswav3:
- How would i turn [20+ textures] into a single texture for compiling?
Firstly, compiling for what? Secondly, I explained that in my previous comment, though only for 2 textures, but you can easily just do what I explained further than what I explained, with tiling more textures beside each other and scaling the UV coordinates to lower half multiples and moving them appropriately.
Last edited by Zappy; Apr 10, 2018 @ 6:23am
IntrepidNeon Apr 10, 2018 @ 6:34am 
Originally posted by Zappy:
Originally posted by Basswav3:
The uv is all tangled till i unwrap it, -
Are you sure? Where did you find the model in question?

Originally posted by Basswav3:
- How would i turn [20+ textures] into a single texture for compiling?
Firstly, compiling for what? Secondly, I explained that in my previous comment, though only for 2 textures, but you can easily just do what I explained further than what I explained, with tiling more textures beside each other and scaling the UV coordinates to lower half multiples and moving them appropriately.
I found the model online, its one usually used in vrchat as an avatar and im trying ti compile it for porting into garrysmod as a playermodel. By tangled uv mesh i mean when looking at the wrapped mesh its just a billion crissing lines, and for the textures, each bodypart has its own texture which all came as tgas and dont automatically apply when the model from its folder is imported to blender. The model goes into blender as a .pmx but im trying to get it with the skeleton ive tweaked to fit out as a .smd for compiling and importing to garrysmod.
Zappy Apr 10, 2018 @ 6:48am 
Originally posted by Basswav3:
- im trying ti compile it for porting into [a Source engine thing] -
Then there should be no need for combining the textures, as long as less than 32 different textures(/"sets" of textures) are used. The Source engine supports up to 32 materials per model, and each material can reference its own texture(/"set" of textures). (By "set", I mean that a diffuse/colour texture for pants and a normal map for the same pants would belong together, meaning they would be referenced by the same material.)

Originally posted by Basswav3:
- By tangled uv mesh i mean when looking at the wrapped mesh its just a billion crissing lines, and for the textures, each bodypart has its own texture which all came as tgas and dont automatically apply when the model from its folder is imported to blender. -
If you have texture A and texture B, then look at the UV coordinates for both, you will find that they will likely cross over each other. Even though Blender will show both textures' UV coordinates simultaneously, they won't necessarily belong to the same texture, meaning that though they appear to cross over each other, they may very well be entirely separate from each other due to using different textures from each other. The same goes for 20+ textures, of course. And there's not really anything that appears to be that "wrong" about how the "before unwrap" thing looks in the 3D viewport in the screenshot you posted.
Last edited by Zappy; Apr 10, 2018 @ 6:49am
IntrepidNeon Apr 10, 2018 @ 7:10am 
Originally posted by Zappy:
Originally posted by Basswav3:
- im trying ti compile it for porting into [a Source engine thing] -
Then there should be no need for combining the textures, as long as less than 32 different textures(/"sets" of textures) are used. The Source engine supports up to 32 materials per model, and each material can reference its own texture(/"set" of textures). (By "set", I mean that a diffuse/colour texture for pants and a normal map for the same pants would belong together, meaning they would be referenced by the same material.)

Originally posted by Basswav3:
- By tangled uv mesh i mean when looking at the wrapped mesh its just a billion crissing lines, and for the textures, each bodypart has its own texture which all came as tgas and dont automatically apply when the model from its folder is imported to blender. -
If you have texture A and texture B, then look at the UV coordinates for both, you will find that they will likely cross over each other. Even though Blender will show both textures' UV coordinates simultaneously, they won't necessarily belong to the same texture, meaning that though they appear to cross over each other, they may very well be entirely separate from each other due to using different textures from each other. The same goes for 20+ textures, of course. And there's not really anything that appears to be that "wrong" about how the "before unwrap" thing looks in the 3D viewport in the screenshot you posted.
But the textures dont show up i the uv map, i had to adsign them by clicking a bodypart in the list under the textures rab, then scroll to the texture in the folder amd click on it, my current problem is that i cant find out how to get the textures onto the uv map so i can make it into a single applicable material for the model and if they dont autoassign i dont think i can leave them separate or without a single material. Do you have a discord? Maybe i can screen share to show you when i get a chance.
Last edited by IntrepidNeon; Apr 10, 2018 @ 7:14am
IntrepidNeon Apr 10, 2018 @ 7:28am 
Am i just clueless about this?
Zappy Apr 10, 2018 @ 7:31am 
Originally posted by Basswav3:
But the textures dont show up i the uv map, i had to adsign them by clicking a bodypart in the list under the textures rab, then scroll to the texture in the folder amd click on it, my current problem is that i cant find out how to get the textures onto the uv map so i can make it into a single applicable material for the model and if they dont autoassign i dont think i can leave them separate or without a single material. Do you have a discord? Maybe i can screen share to show you when i get a chance.
No, I don't. But again, if this is for the Source engine, there's no need for you to bother combining the textures into a single texture, as again, Source supports up to 32 different materials per model, which can all reference completely different textures.

Does the model use multiple different materials in Blender? If so, it should already be set up correctly, you just have to assign each VMT material in Source the correct texture(s).
If not, does the model use multiple different objects in Blender, one for each texture? If so, assign a different material to each object.
If not, does the model use multiple different textures in Blender already? If so, select each face belonging to a specific texture, then make a material for that texture and assign those faces to it, and do this for each texture.

I repeat: There is no reason to want to combine the textures into a single texture for Source engine models.
IntrepidNeon Apr 10, 2018 @ 7:40am 
Originally posted by Zappy:
Originally posted by Basswav3:
But the textures dont show up i the uv map, i had to adsign them by clicking a bodypart in the list under the textures rab, then scroll to the texture in the folder amd click on it, my current problem is that i cant find out how to get the textures onto the uv map so i can make it into a single applicable material for the model and if they dont autoassign i dont think i can leave them separate or without a single material. Do you have a discord? Maybe i can screen share to show you when i get a chance.
No, I don't. But again, if this is for the Source engine, there's no need for you to bother combining the textures into a single texture, as again, Source supports up to 32 different materials per model, which can all reference completely different textures.

Does the model use multiple different materials in Blender? If so, it should already be set up correctly, you just have to assign each VMT material in Source the correct texture(s).
If not, does the model use multiple different objects in Blender, one for each texture? If so, assign a different material to each object.
If not, does the model use multiple different textures in Blender already? If so, select each face belonging to a specific texture, then make a material for that texture and assign those faces to it, and do this for each texture.

I repeat: There is no reason to want to combine the textures into a single texture for Source engine models.
Well also, the slots the textures go into are named with [][] characters and whe i try to export it as an smd it says those characters can cause compiling issues, then, when i load up the smd i just saved only the skeleton withoit the model is there. Is there correlation between those issues?
IntrepidNeon Apr 10, 2018 @ 7:41am 
Ill include more pictures when i get back to my computer.
Zappy Apr 10, 2018 @ 7:53am 
Originally posted by Basswav3:
- Well also, the slots the textures go into are named with [][] characters and whe i try to export it as an smd it says those characters can cause compiling issues, -
Then just rename them to something you find appropriate for the texture in question (such as "body", "gold", et cetera).
IntrepidNeon Apr 10, 2018 @ 7:54am 
Originally posted by Zappy:
Originally posted by Basswav3:
- Well also, the slots the textures go into are named with [][] characters and whe i try to export it as an smd it says those characters can cause compiling issues, -
Then just rename them to something you find appropriate for the texture in question (such as "body", "gold", et cetera).
Cant that comprimise the way the textures are assigned when compiling it?
Zappy Apr 10, 2018 @ 7:57am 
Originally posted by Basswav3:
Cant that comprimise the way the textures are assigned when compiling it?
I'm not sure what you mean by that.

When you compile a model for Source, it will look for a VMT file (material) for a material of the model. If the DMX/SMD model has a material called "body", that's what the Source engine will look for when trying to load the Source model in question.
IntrepidNeon Apr 10, 2018 @ 7:59am 
Originally posted by Zappy:
Originally posted by Basswav3:
Cant that comprimise the way the textures are assigned when compiling it?
I'm not sure what you mean by that.

When you compile a model for Source, it will look for a VMT file (material) for a material of the model. If the DMX/SMD model has a material called "body", that's what the Source engine will look for when trying to load the Source model in question.
So if i have a texture named body and a slot named body it will look for that file when assigning?
Zappy Apr 10, 2018 @ 8:03am 
Originally posted by Basswav3:
So if i have a texture named body and a slot named body it will look for that file when assigning?
That depends on what you mean by "assigning".


How much experience do you have with making models for the Source engine?
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Date Posted: Apr 9, 2018 @ 5:53pm
Posts: 25