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Blender exported mesh http://horde3d.org/forums/viewtopic.php?f=11&t=419 |
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Author: | shteou [ 15.07.2008, 16:12 ] |
Post subject: | Blender exported mesh |
Hey guys! Before I start, excellent engine! I've enjoyed playing with it so far. Alas, I have a little trouble with what I can only deem to be an exporting problem from Blender. I am attempting to render a simple subdivided plane with a texture. I have tried both the Collada converter and the Blender python exporter for Horde3D and the result is the same, the mesh renders but the texture isn't applied properly. However when I try a mostly blue texture the mesh appears blue. A largely red texture colours the mesh some shade of red. I can only assume this is a problem with how uv coords are being generated (or not at all perhaps) for the mesh. Any ideas how to remedy this? Regards, Stewart. |
Author: | swiftcoder [ 15.07.2008, 16:32 ] |
Post subject: | Re: Blender exported mesh |
It is notoriously difficult to UV map using Blender, but there are quite a few tutorials on the web, so google if you get stuck. First off though, I would check that your mesh in blender does in fact have UVs attached (you don't need UVs to apply a texture in Blender, but it wont export properly without). |
Author: | shteou [ 15.07.2008, 16:33 ] |
Post subject: | Re: Blender exported mesh |
Roger dodger! Will have a gander... there's no substitute for someone who knows what they're doing with these tools is there? :p Cheers, Stew. |
Author: | Volker [ 15.07.2008, 16:53 ] |
Post subject: | Re: Blender exported mesh |
I also guess that your UV mapping is not done using Flat UV Coordinates but with some of the other possibilities like Cube/Sphere, Stick / Orco options. That may be a problem. I think using flat UV Coordinates you have placed using the UV/Image Editor of Blender should be fine. |
Author: | shteou [ 16.07.2008, 14:13 ] |
Post subject: | Re: Blender exported mesh |
Cheers guys, worked a treat when I actually played with the UV editor for 20 seconds. Regards, Stew. |
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