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    Need help with my export please

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    • soloS Offline
      solo
      last edited by

      I was gonna suggest DE but you already tried it.

      I'd personally just sample from next to the wrong texture and paint it correctly in SU.

      I have never had bad UV's with DE before, so if you wanna upload the model I'll give it a try.

      http://www.solos-art.com

      If you see a toilet in your dreams do not use it.

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      • B Offline
        Blah11
        last edited by

        @solo said:

        I was gonna suggest DE but you already tried it.

        I'd personally just sample from next to the wrong texture and paint it correctly in SU.

        I have never had bad UV's with DE before, so if you wanna upload the model I'll give it a try.

        no problem BTW I was kinda lazy with my 3d program so I left the model kinda offset from the xyz plane.

        favicon

        (www.2shared.com)

        I have a few hundred other models I have to export as well I don't want to have this problem with every one of them. Any help is appreciated.

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        • TIGT Offline
          TIG Moderator
          last edited by

          You robot is lying on his back whilst floating in the air πŸ˜’
          It's pretty well textured considering some messes that can happen with UV mapping imports!
          If you edit the group containing the head and switch on view > hidden geometry and take a sample [materials > eyedropper] from a nearby part that's textured correctly then just paint the faulty forehead etc it's easily fixed... switch off hidden geometry to see a smoothed result again Capture.PNG

          TIG

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          • B Offline
            Blah11
            last edited by

            @tig said:

            You robot is lying on his back whilst floating in the air πŸ˜’
            It's pretty well textured considering some messes that can happen with UV mapping imports!
            If you edit the group containing the head and switch on view > hidden geometry and take a sample [materials > eyedropper] from a nearby part that's textured correctly then just paint the faulty forehead etc it's easily fixed... switch off hidden geometry to see a smoothed result again
            Thanks =p but now there is also the problem with other areas like that, I tried doing the same for them but it doesn't work out so well for them. It sucks but im really giving up on this sketchup import and I really don't want to.

            http://i228.photobucket.com/albums/ee18/Troopermanaic/1-3.jpg

            http://i228.photobucket.com/albums/ee18/Troopermanaic/2-2.jpg

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            • TIGT Offline
              TIG Moderator
              last edited by

              These areas are so tiny I had to search and zoom in to find them - surely people viewing your robot will not notice these very minor imperfections ?
              If you insist on 'pointless perfection' then why can't you re-texture those like you did for the forehead ?

              TIG

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              • B Offline
                Blah11
                last edited by

                @tig said:

                These areas are so tiny I had to search and zoom in to find them - surely people viewing your robot will not notice these very minor imperfections ?
                If you insist on 'pointless perfection' then why can't you re-texture those like you did for the forehead ?

                I didn't make these. Lol the ones I make are a WHOLE LOT better but I never got into uv mapping before so I cannot. I need to have these imported properly in order to do work with them.

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                • TIGT Offline
                  TIG Moderator
                  last edited by

                  Most of the mapping is fine, a few areas need a tweak...
                  Your comment still doesn't explain why it's 'critical' to you that a gray area a few mm across inside a robot's elbow joint has to be textured so exactly - for all the viewer knows it's meant to look like that anyway - only you know that it isn't!
                  When viewed in most scenarios these areas won't even subtend a pixel on the screen - it's not like they are magenta and will stand out or flicker ??

                  TIG

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                  • B Offline
                    Blah11
                    last edited by

                    @tig said:

                    Most of the mapping is fine, a few areas need a tweak...
                    Your comment still doesn't explain why it's 'critical' to you that a gray area a few mm across inside a robot's elbow joint has to be textured so exactly - for all the viewer knows it's meant to look like that anyway - only you know that it isn't!
                    When viewed in most scenarios these areas won't even subtend a pixel on the screen - it's not like they are magenta and will stand out or flicker ??

                    we plan on using the models for a game, people will notice the areas. And its not like that small area matters for this robot but I have a couple hundred more with the same problem when I export to sketchup. Some is more obvious then others.

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                    • TIGT Offline
                      TIG Moderator
                      last edited by

                      Well you better start tweaking...

                      At least you're not modeling them and applying textures from scratch...

                      TIG

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                      • B Offline
                        Blah11
                        last edited by

                        sigh I guess ill just skip sketchup then. I was really looking forward to using this program with these models.

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