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Struggling with trying to make a multiskin model...

Questions and tools for modelling.
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スマイル・ドラゴン
OldUnreal Member
Posts: 1263
Joined: Sun Feb 10, 2008 9:07 pm

Struggling with trying to make a multiskin model...

Post by スマイル・ドラゴン »

Could anybody with experience with Blender or any modelling program take a look at this and tell me what I'm doing wrong?

https://dl.dropboxusercontent.com/u/458 ... imat.blend

I have 3 materials and 3 UV maps but Blender only seems to want to assign one UV map to the whole model and not assign per face... Do I really need to split this thing into three objects? I hope I don't...

I also can't unwrap this model without it looking extremely ugly with insane angles all the time. This is all giving me a massive headache and I might just abandon this idea altogether if I can't make any progress further past this point.
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Krull0r
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Posts: 543
Joined: Sun Jul 01, 2007 4:07 pm

Re: Struggling with trying to make a multiskin model...

Post by Krull0r »

Hey There.

I opened your model in Blender. Only the bottom part of your model is unwrapped.

I imported it as .obj file in Unreal 227 (static Mesh). The bottom part is still correct but if I set different skins to the other parts the skins are infinite down scaled .

After unwrapping all faces of your tank all skin parts are displayed correctly.



If you want to import this model as .3ds and generate .a_3d and .d_3d files you have to load it in to "wings3d" and export it again as .3ds.

This fixed for me the issue with the infinite down scaled skins.

Image
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スマイル・ドラゴン
OldUnreal Member
Posts: 1263
Joined: Sun Feb 10, 2008 9:07 pm

Re: Struggling with trying to make a multiskin model...

Post by スマイル・ドラゴン »

Actually, I have all parts of that model unwrapped, there's 3 UV map objects in Blender but it will only allow me to use one at a time.

I don't know how to get Blender to use more than one UV map on a object. If this is impossible then I guess I need to approach this problem differently.

I also when editing UV coords in Blender I snap them to a 128x128 image, is this what Unreal's 3D format has for a limitation? Because if I don't snap UV coords I get strange results importing...
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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