HoochieTheCoochie Posted March 26 Share Posted March 26 (edited) Hi Everyone I created a mesh in blender and made the textures in substance painter. All seems to look correct in both softwares Blender -https://prnt.sc/lhAUGBkXXbv9 Substance Painter - https://prnt.sc/PJJ3S9-X0wBE All parts of the mesh are linked, have their own unique UV map + an individual material in blender assigned to them. scale rotation, was also applied + I ensured normals are facing correct way. But when I am uploading to secondlife this is what I see https://prnt.sc/KpkcWVrI44zI Normals and spec glossiness maps were also added to the mesh I tried to trouble shoot by adding a checkered texture to the mesh in SL and it just appears as a solid colour but I've done everything above so can't figure out why the UV may have an issue Does anyone have any ideas as to why this is happening? Edited March 26 by HoochieTheCoochie Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted March 26 Share Posted March 26 In the past, the answer would've been a simple "that's normal, SL doesn't render things the same way. We deal with it." But these days we have to ask: Which viewer are you using? LL has recently made updates to rendering. We have nicer reflections and even PBR materials. The LL viewer can render things just like Substance, especially if you export PBR instead of specular. 1 Link to comment Share on other sites More sharing options...
HoochieTheCoochie Posted March 26 Author Share Posted March 26 Hi Wulfie Thank you very much for responding ! I have tried Firestorm + Secondlife Viewer. I should've mentioned I've exported PBR aswell. Same issue, both aren't displaying the textures at all, let alone the reflections just block colours Also given the fact I've tried a checker texture and it is not displaying as a texture on the actual mesh nor any other texture for that matter is really confusing me. Here's what happens when I try a checker mesh - https://prnt.sc/zuWxTEmEfkyh This whole mesh of mine I would expect to see the checker texture over the whole of the mesh as I applied to all. But yet it's only working on the teabag and the label.. For the parts of the mesh that are displaying incorrectly as a block colour - they do have UV maps and seperate materials as shown below https://prnt.sc/DBNSTmfwvmRf https://prnt.sc/G3X3Ja2tUi4U Thanks Link to comment Share on other sites More sharing options...
Frionil Fang Posted March 26 Share Posted March 26 (edited) Sounds like you might have multiple UV maps which SL doesn't support, check this post: The post was about the problem in older Blender but the same principle applies with modern versions. Edited March 26 by Frionil Fang 2 Link to comment Share on other sites More sharing options...
Aquila Kytori Posted March 26 Share Posted March 26 (edited) My guess is that your teacup, teabag etc are all one object in blender and that if you look in the Data properties tab > UV Maps you will find that you have more than 1 UV map in the list ! For SL a single mesh object can only have 1 UV map (with up to 8 materials assigned to it). If an object does have more than 1 UV map in the list of uv maps then only the selected UV map will be used. any part of the mesh using the other uv maps will be zeroed to a single point at the bottom left-hand corner of the UV space resulting in the effect you getting . see image and gif below. IF this is the case you will need to 1: Separate the object in Blender by UV map (or material ) so that you have the same number of objects as UV maps. 2: Then rename the appropriate UV map for each object so that all the objects will be using a UV map with the same name. 3: Delete the unused UV maps from the list for each object. 4: Delete the unused materials from the list for each material. 5: When done join the objects back to be a single object again. This should result in a single object with a single UV map. When, in edit mode with everything is selected the UV's will look a mess because all the UV islands will be overlapping but when selected by material all will be good In the example below I have 1 object (3 meshes ) 3 UV maps. The Cube UV's uv map is selected in the list of UV Maps : Separating into 3 objects and renaming the appropriate UV map to UV map for all 3 objects. All 3 objects uv map have to be given the exact same name so that when joined to a single object again only this 1 name will appear in the list of UV Maps : The result 1 object and 1 UV map with 3 materials : Selecting by material as one would in SL : Edited March 26 by Aquila Kytori 1 Link to comment Share on other sites More sharing options...
HoochieTheCoochie Posted March 26 Author Share Posted March 26 Thank you all for helping to resolve the issue - it was a case of multiple UVs as suggested above. A special thank you to @Aquila Kytori for the in-depth guide because I would've been so lost without it - I was able to fix the issue with your help! ☺️ 2 Link to comment Share on other sites More sharing options...
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