Need help with my export please
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Hello, im trying to export a 3d model with the UV coords to sketchup, I have tried a few things but every single time sketchup loads it like this
when it should be like this
I tried using my programs sketchup export function I am using deep exploration 6.3 BTW
I have tried importing via every file type sketchup can import with. Nothing works it keeps loosing its texture coord on its forehead and a few other places.
I don't know what else to do, in my 3d program it doesn't loose the texture coord, just when I load up sketchup. I also have tried using 3ds export functions and they didn't work either.Is there some setting I can change to fix it?
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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.
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@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.
http://www.2shared.com/file/g3ADBwHM/test.html
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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You robot is lying on his back whilst floating in the air
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 -
@tig said:
You robot is lying on his back whilst floating in the air
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. -
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 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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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 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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Well you better start tweaking...
At least you're not modeling them and applying textures from scratch...
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sigh I guess ill just skip sketchup then. I was really looking forward to using this program with these models.
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