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Hello, I want to build some jewelry and let the user choose the color of the diamonds and metals. The question I have is, whether I can solve this with only one UV map which will be used by all models... OR... ...should I give each model its own UV map? Is this a big deal for land impact if I use more Maps? I attached an example of another artist to show off how it could look like. Regards
Hi everyone! I am trying to make a shoulder tattoo as well as a rib cage tattoo for my avatar and I am having trouble finding UV map templates that showcase the avatar from a lateral view. All of the templates I am finding only show the front and back views of the avatar. If you have any good resources for other templates besides anterior and posterior templates, please link them below! All help is appreciated. Thank you in advance and I apologize if I am posting this in the wrong topic!
I am having trouble getting meshes into SL with proper UVs and textures. I'll describe my workflow (3ds Max) and maybe someone can tell me what I'm doing wrong or if I'm missing a step. I've attached an image that show the problems I'm getting in a nutshell. # I create model in MAX # I unwrap and UV the model inside MAX # I export UV template and edit it in Photoshop to apply textures to chosen UV islands # I bring the texture back into MAX and use it as diffuse map for a material # I name the material without spaces and do the same for the diffuse map's name (I heard SL does not like names with spaces etc) # I apply the material to my model in MAX - everything looks correct. # I do a quick render and again all looks correct. # I export the model as DAE (1) As Max's default DAE exporter using defaults and (2) As Max's alternate OpenCollada DAE using defaults. # I go to SL BETA Grid (Latest Firestorm viewer) # I go through the UPLOAD process for both models using the default upload settings for the most part # If I chose to include textures, I get an error - missing textures (see image), for BOTH uploads. # I upload without textures, and this works ok. # I upload the texture I created in photoshop (.png) so as to apply it manually within SL # Applying the texture gives screwy results - see image. But different results on each model. So - This is the process I followed. What am I doing wrong or what am i not doing? Any help, guide or tutorial pointers very much appreciated.
Hi everyone, I've got a pretty annoying problem and i do not find any answer anywhere for it. So i'm asking you. I would like to know if someone have experienced the same thing and if you found a solution: I'm building a new mesh. this is my .dea file in marmoset viewer; https://gyazo.com/48add8f96710720c36d421ff0864e41d got 3 material, named: 1 for wall, 2 for windows frame, 3 for glasses. This is how it looks in the preview windows of the latest firestorm release: https://gyazo.com/f2df89bcc4ca996f06f4fcbf494b6d9b So everything seem to be ok for the import (it's the same with or without LODs This is how it looks when I import it: https://gyazo.com/a973b655c4732ffaec14118dd3d3f3c7 UV's are completely broken. What i've already tried to fix this: export in fbx, obj or the entire scene in a new scene (thinking it coud be the scene that is corrupted) : did not work. Tried to link (attach or collapse) and unlink each part and get those imported separatly : did not work Try to rename material, change ID number, having only one material : did not work Tried to upload with and without LODs Tried to import with and without texture Tried in MAX and BLENDER both are not working to change the scene, fbx or obj in .dae that work once it's upload. I do not have any other ideas. I've also tried to see if it was some of the presets in firestorm i could have for texture, but the scale|ratio is 1 as it should be. PRETTY PLEASE help me, this thing is driving me nuts.