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Duplicate Texturing Issue (Help!)


kinndles
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Hi there! I'm somewhat new to blender, and I seem to be running into an issue that I can't seem to find an answer for. (It might be SL specific, or I just have no clue what's going wrong.)

Basically, I'm trying to make a pair of shoes, which are rigged to a body. I'm forming them with a mirrored plane, then adding a subdiv. modifier, and then after I get the shoe to the place I want it, I just duplicate it, mirror it along the correct axis, and slide it over the other foot. I rig them individually, because I found if I join them together, then it causes issues with the direction of the normals, but that's no problem!

The problem i'm encountering is, whenever I bake the textures individually, and then upload them to Second Life, the only one that textures properly is the original. The second, duplicated and mirrored shoe, always has the texture applied to it incorrectly, like it's inside out.

So far, I tried to clear the seams of the duplicated shoe, re-do the seams, and then bake it again with a new texture, but that didn't work and just yielded the same exact result. I also tried exporting the duplicated shoe separately, into a fresh blender file, and then re-texturing and re-seaming it, and when uploaded into SL, it also caused the same result with the weird inside-out texture. The normals appear correct in Blender, and I've tried recalculating and flipping the normals as well to no avail.

Is there something I'm doing wrong, or can I simply not duplicate/mirror mesh like that, and if so, is there another way to get an exact copy of the shoe but mirrored so I can rig them to the body as needed? I'll provide some pictures below that hopefully help. (The textures are meant to be mirrored and identical, but the logo for example, is on the underside of the shoe instead of the sole.)

Thank you!

9b996b176a7d8d4f84e0b224e3e96e91.png

912519e2da8935de609c1d28c5ceaabe.png

f9a5a73cb607c23bd9d5583b30df1865.png

f0599bb3a2685eef6c13213ca2bd988a.png

Edited by kinndles
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Your UV is mirrored, looks like the original but the model has flipped geometry, which means you'd need to flip the UV too.

To solve this issue, keep your original UVMap and then create another UVMap, where the left side's UV is flipped horizontally. Bind the material texture mapping to the first UVMap and bake onto the second UVMap.

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