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Showing results for tags 'uv map'.
Found 4 results
I cannot get UV map textures to load on my DAE correctly when importing into viewer. My process: 1st I tried to use the OpenCOLLADA file extension for 3Ds Max 2014, exported as DAE and imported into viewer. Mesh will upload, but textures are messed up. UV Map info not accepted. *See photos 2nd I tried FBX converter 2013. Saved as FBX and converted to OpenCOLLADA. Tried to import into viewer and I received a DAE parsing error. Can you please help me? Tools: 3Ds Max 2014 FBX Converter 2013
Hello Everyone , I made something for the first time in blender. WOOHOOO!! , I'm trying to figure out the uvmap part i have everything ready i baked the textures onto the uv map but it isn't showing up as metallic its showing flat and smooth and shading on the uv map. I was wondering how do i get the uv map to understand and show the metallic node onto the uv map like i would love it to do?. I tried several times but i cannot get it to work right, Everything in my blender file is metallic for my object but in game it shows the flat smooth shading uv map. I did combined for the bake i'm not too sure if that's correct to use or what can someone help a noob out please? Thank you !!
Hey all, I recently purchased a mesh head model from a website to work with as a base, for second life creations, & I was wondering what is the best way to go about converting the UV map it came with to match that of the default SL, so it can work with omega appliers and such, I have tried marking seams as closely as possible on the new mesh to correspond with where the seams are on the default head, which got a close result at one point, but I never saved that file & haven't had any luck ever since, i'm just wondering if there is a better way that I am unaware of?Here is a pic of both the head and the default SL head uv maps: