Renegade Travesty Posted April 28, 2012 Share Posted April 28, 2012 Hi I am having a little trouble with a mesh model made using Blender 2.62. The problem is I texture the model in the uv editor of blender. All the textures render in perfect positions but when I export the model to SL and preview it in the upload window the textures are all upside down. Is there something I'm missing whilst texturing. I have just started using blender so I maybe missing a setting / settings. Could any one help. Thank you in advance.:matte-motes-wink: Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted April 29, 2012 Share Posted April 29, 2012 Good question . I have been running into the same problem and am about to pull my hair out... I hope somone has a solution. Because flipping all my UV maps are kind of a pain in the arse I just noticed 2.6.3 is out now . Been waiting for Bmesh Link to comment Share on other sites More sharing options...
Gaia Clary Posted April 29, 2012 Share Posted April 29, 2012 Just a guess: Can it be that you have got negative scaling in your object ? Can you post a blend file which shows this problem ? Link to comment Share on other sites More sharing options...
Renegade Travesty Posted April 29, 2012 Author Share Posted April 29, 2012 Not quite sure how to post the blender file on here, Sorry. How would I go about trying to see if the model has negative scaling applied to it ?. Link to comment Share on other sites More sharing options...
Gaia Clary Posted April 29, 2012 Share Posted April 29, 2012 If you see either one single or all 3 scale values are negative, then your object has negative scales: if you see no or 2 scales with nagative values, then you have no negative scale because -1 * -1 == +1 although the Blender exporter or the SL importer might have other opinions about that You can upload blend files for free to: http://pasteall.org/blend then post the link to the uploaded file. thats comon practice. If you want to secure your upload you can also add a password, so only who has the password can access the file. Link to comment Share on other sites More sharing options...
Renegade Travesty Posted April 29, 2012 Author Share Posted April 29, 2012 All the scales appear to be have no negatives. So I'll post the link to the model maybe you can see what is going on :matte-motes-dead: http://pasteall.org/blend/13630 Link to comment Share on other sites More sharing options...
Gaia Clary Posted April 29, 2012 Share Posted April 29, 2012 The blend file you have uploaded has a mirrored UV face and i can see already in blender that it is mirrored. So it is correct that the textures show up upside down in second life. Fix as follows: (i assume you use the file in exactly the state that you posted to pasteall): u unwrap in the UV editor tweek the used UV space if you want so --- in little more detail: go to edit mode select the face that shows the mirrored(upside down) texture press "u" click "unwrap" in the UV editor tweek the used UV space if you want so i used blender 2.63 but it should be exactly the same for all older blender versions. Link to comment Share on other sites More sharing options...
Renegade Travesty Posted April 29, 2012 Author Share Posted April 29, 2012 Ok by tweek I am assuming you mean rotate the texture in the unwrapped face. If so when I do that the texture shows upside down on my model in the blender viewer but still stays upside down In the upload viewer of SL or am I missing the point. Link to comment Share on other sites More sharing options...
Gaia Clary Posted April 29, 2012 Share Posted April 29, 2012 no. I am afraid you think too complicated After unwraping like i explained above, the UV face is no longer square but rectangular. that is so because your model face is not square, so the UV unwrapper tries to keep the scale of your face intact. But you had used the entire space in the UV editor before (for whichever reason) and i assumed you did that on purpose, so i wrote "tweek the UV face if you like so" or more exactly "make it as big as you like". But i certainly did not mean to rotate the UV face back to how it was before. heh, you wanted to get RID of the rotation. So it makes no sense to add it back to the UV face after unwrapping Link to comment Share on other sites More sharing options...
Gaia Clary Posted April 29, 2012 Share Posted April 29, 2012 also when you reupload your model after you did some changes, then it is often very helpful to click on the "reset form" button in the SL importer. Thats how you tell the sl importer that you not just want to upload what the importer thinks that you want to upload, but that it should realy upload what you just told it to upload ... Well, that SL importer is artificial bullishness at its best ... and i believe its gambling with us Link to comment Share on other sites More sharing options...
Renegade Travesty Posted April 29, 2012 Author Share Posted April 29, 2012 Ok, slaps head & goes red :manembarrassed: Done it at last. Thank you for your help Gaia. Been a great learning curve for me. Link to comment Share on other sites More sharing options...
Dilbert Dilweg Posted April 29, 2012 Share Posted April 29, 2012 I am curious as to why . When I unwrap a simple cylinder. The side face "not the ends or tops or bottoms" but the side always gets unwrapped upside down... If I export this UV layout to edit in photoshop As it is, and then put text on that face. Then Save the texture, and import it to my model in blender the text is upside down. . Wht do I always have to flip that uv face 180 just to get the text right side up? Or is there no way around this? PS 2.6.3 doesnt have that upload problem for me now Link to comment Share on other sites More sharing options...
Gaia Clary Posted April 29, 2012 Share Posted April 29, 2012 blender does not know that a cylinder is a cylinder. When you want to unwrap a cylinder then your best option is to unwrap a cylinder projection. take care that this type of unwrap works only as expected when you are in frontview or side view (assuming the cylinder length axis is oriented along the z axis) btw, this might be of interest to you: Link to comment Share on other sites More sharing options...
Interference Lowenhart Posted April 30, 2012 Share Posted April 30, 2012 You may get some funkiness -- which Blender will warn about -- when unwrapping an object if it's scale has been messed with. You can fix this by going to Object > Apply > Rotation & Scale in object mode. This may also help fix the disparity between Blender and SL's versions of the mesh. Link to comment Share on other sites More sharing options...
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