UV issues with imported meshes
deepred6502
Posts: 332
I've imported a 3D mesh of a TV into DAZ Studio 4.8, which keeps the separate material areas intact. But when I apply the textures, all I get is a single colour on the relevant surface, as if the surface map had only one pixel (see 1st pic). When I adjust the tiling, the colour changes but still remains a 'single pixel' map. In Blender, the textures show up normally in the render (see 2nd pic).
I've tried exporting from Blender in different formats, and only the OBJ format works properly or is otherwise supported in DS. I suspect it's a flaw with the original mesh, since other meshes texture just fine.
TV DS render.jpg
900 x 600 - 61K
TV Blender.jpg
800 x 600 - 26K
Post edited by deepred6502 on
Comments
Is this a free item?
Link?
It's sounding like the item in question is either not UV mapped (unwrapped) or something has been changed and the mapping has been broken.
Yes, it's a free model, from Archive3D. Other models I've found there don't have the same issue.
The screen is unwrapped and so is part of the case...the plastic main part of the case is not. the woodgrain part is...
Did you convert from tris to quads?
On the woodgrain part, there are some extra vertices, that if you use Remove Doubles in Blender will be taken care of and then convert to quads.
Setting smoothing off on the plastic part of the case helps it look better, in Studio.
Thanks heaps for the advice. It was indeed DS getting a bit confused by the triangles thing and the excess vertices.
The extra vertices can break the mapping when imported into DS...it may try to weld them and it doesn't have the UV mapping update capabilities a modeling program does, so the mapping gets broken. Or it may try to split them...same result.
And for the tris...Studio just doesn't like them...messes with the smoothing algorithms used in Studio and you won't get nice looking surfaces. Nor does it deal well with n-gons...although there is a case where tris do help...you can convert the n-gon to tris and Studio will behave.
On another mesh, I also found a number of n-gons causing extra triangles to appear where they shouldn't. Breaking those n-gons into triangles, and then quad-ifying them worked nicely. Now I just have to find a way of batch exporting the textures.
I never bother batching textures...more often than not, you still need to go in and manually play with them, afterwards, so I just do it all manually from the start.
Didn't take long to find out how... in Blender it's possible to do so in File | Unpack.
It's the pickiness of Studio that's more of a problem than anything else. Sometimes, even when everything is set up like it should be, Studio STILL balks at bringing them in. There are just too many things that can trip up importing objs + textures to count on any one method to work all the time.
When importing things, even ones I've freshly made, just for Studio, I always expect to do the texture work...or at least the assigning of them in Studio itself. I've not been disappointed...yet.
WIP so far... everyone get ready to rediscover your 10-year old self.