ainst Composer Posted April 3, 2019 Share Posted April 3, 2019 (edited) Hello! Sometimes I encounter such a problem on a firestorm when uploading a mesh and textures made in a blender. everything seems to be done correctly, but it turns out an absolutely black surface in the game. The texture looks fine, baked in a blender. reworked several times. reassigned materials. checked the amount of materials. really do not want to redo everything again. What can be wrong? Edited April 3, 2019 by ainst Composer Link to comment Share on other sites More sharing options...
Pamela Galli Posted April 3, 2019 Share Posted April 3, 2019 You may have two UVs. 1 Link to comment Share on other sites More sharing options...
ainst Composer Posted April 3, 2019 Author Share Posted April 3, 2019 (edited) 1 hour ago, Pamela Galli said: You may have two UVs. Oh how is this? And what to do? Edited April 3, 2019 by ainst Composer Link to comment Share on other sites More sharing options...
ainst Composer Posted April 3, 2019 Author Share Posted April 3, 2019 I think i found something similar here, will try to fix it soon... similar problem Link to comment Share on other sites More sharing options...
Chic Aeon Posted April 3, 2019 Share Posted April 3, 2019 If you have more than ONE UV map (sometimes there are VERY legitimate reasons for this BTW) you need to make sure that you have the one you want to use selected when you export. Normally if you have your UVs messed up you will not be able to see the TEXTURE after baking in Blender. This in Cycles but I am pretty sure the same sort of thing applies in Blender Render. You cannot have ONE UVmap for part of the object (like the wood shelves) and another for the other part (s) (like the cement blocks. 1 1 Link to comment Share on other sites More sharing options...
ainst Composer Posted April 3, 2019 Author Share Posted April 3, 2019 @Chic Aeon @Pamela Galli Thank you very much! it turned out that I had not two but three UVs at once! 2 Link to comment Share on other sites More sharing options...
Pamela Galli Posted April 4, 2019 Share Posted April 4, 2019 Before you join pieces, esp if one or more is imported from another file, rename the UVs so they are all the same. 2 Link to comment Share on other sites More sharing options...
ChinRey Posted April 5, 2019 Share Posted April 5, 2019 (edited) On 4/4/2019 at 3:00 AM, Pamela Galli said: Before you join pieces, esp if one or more is imported from another file, rename the UVs so they are all the same. That reminds me, there is actually a way to save a multi-UV mesh even if it's been so much edited after merging you can no longer figure out which triangles go with which UV maps: Export as dae Import to SL beta (or SL main if you happene to have some Lindens you want to get rid of) Save as collada (only works with Firestorm) Import the new dae file into Blender - all UV maps have been merged In object mode in Blender: Type A and apply location, rotation and scale This is very much a last ditch solution - what you do when you simply can't sort out the triangles and resplit them. It's rather cumbersome and you will have to UV map the whole mesh all over again. It's still worth remembering though because every now and then the only other option is to rebuild from scratch. Edited April 5, 2019 by ChinRey 1 1 Link to comment Share on other sites More sharing options...
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