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MD Pattern/UV Map Exporting Problem


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I haven't had this happen before; wondering why it started just now as I haven't changed my settings. Basically, when exporting MD to Blender 2.79, the pattern changes to where they are laying on top of each other than the MD pattern spaced out so I can move/scale it to optimal UV mapping where it takes up space instead of a small corner of the image size.

MD Pattern: https://gyazo.com/a4baf544fc4d009d9e97e29c138a0fd9

Blender 'Pattern' (before scaling): https://gyazo.com/c82eceade16b438bc3fd53a3b90b5f7d

MD Export Settings: https://gyazo.com/7f9567b05068b196cf6ee3bb6b3fa4bf

Blender Import Settings: https://gyazo.com/831b7b0f7688516550aaa4bd9ca97491

Like I said, I don't touch much on the import/export settings other than 3D scale and the thin/thick options on MD.

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I'm not sure what the problem is, could you explain a little bit more?

If I understand you right (but I probably don't) the problem is that the UV island end up on top of each other rather than side by side. That can be a little bit annoying yes but hardly a big deal since you can still select each of them individually and move them into place. Blender is horrendously poor at UV maps in general anyway so you always have to be prepared to do quite a bit of manual work to get them right.

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I gotta stand with ChinRey on this one. Even if the UV layouts did work and stayed as they were in MD, you wouldn't want to keep them in that layout.

In Blender, you can select any vert/edge/face and press Ctrl-L to "select linked" and move each UV island to separate them out. Similarly, you could select each individual material to select the all of the topology/UV islands.

Random guess though, what about the 10% scale you've set? If you leave it at 100%, does that fix anything?

Edited by Wulfie Reanimator
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@Wulfie Reanimator Yes, I figured that in the layout. I just wanted them all spaced out so I could change that layout easier. Not sure why it acts up now? Though the 'select linked' is quite useful, I haven't learned off that shortcut till now.

@ChinRey You understood correctly, no worries. ^

As for the UV Map, I managed to get by on select and separate most pieces. The bands were linked and so was the top portion. Skirts (front and back) were separated.

Is there any idea of separating all of them or...?

UV Map now (its baking an AO texture right now in texture mode): https://gyazo.com/39cdb982a201d181602990476112efd8

The left top corner is the top portion  all linked in one, and the band (left bottom) is linked together as well. The skirt I overlayed so when I do texture, I can somewhat have a easier time with this gradient/ombre idea of mine.

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37 minutes ago, Muiregwen said:

Is there any idea of separating all of them or...?

If you go to edit mode you can select any group of triangles you like. It's easier if you've isolated the group with seams but that's not necessary.

Switch to UV map, make sure "Keep UV and edit mode mesh selection in sync" is switched on:

bilde.png.7fd954ead70a64602a1f1cc6cb441a29.png

and only those triangles you have selected in edit mode will show up. Now you can move them to your heart's content without affecting the rest of the mesh.

Edited by ChinRey
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