Get feedback from others on your works in progress
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ZanQdo
- Posts: 17
- Joined: Fri Sep 22, 2006 2:07 pm
- Location: Costa Rica
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by ZanQdo » Tue Sep 04, 2007 6:35 am
in the material, look for the MapInput panel and select "UV" as coordinate, you are just using default OrCo, now.. I dont know how your exporter handles it but thats how blender internal works anyway
Great image!
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BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
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by BbB » Tue Sep 04, 2007 7:38 am
I like it. I think the white couches work fine. I would pick them white anyway. But that's just me...
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matsta
- Posts: 730
- Joined: Mon Jan 29, 2007 7:50 am
- Location: 127.0.0.1
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by matsta » Tue Sep 04, 2007 11:28 am
zan as u can see in the screenie the mat is set to uv.
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Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
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by Kram1032 » Tue Sep 04, 2007 11:37 pm
I think, without setting to UV, it wouldn't even get exported, would it?
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matsta
- Posts: 730
- Joined: Mon Jan 29, 2007 7:50 am
- Location: 127.0.0.1
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by matsta » Wed Sep 05, 2007 12:46 am
yea, it wont export without uv co ordinates. so i take it thats not the problem. :S getting really annoyed with these texture issues. u think its an indigo or blender or blendigo thing?
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zuegs
- Posts: 380
- Joined: Tue Jun 27, 2006 5:46 pm
- Location: switzerland
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by zuegs » Wed Sep 05, 2007 1:43 am
Your BG object looks like a box... perhaps try with a plane (with the normal(s) pointing to the house). What UV mapping method u used to generate UV coords?
Blender and Indigo handles the uv coords in a very similar way, so blendigo don't realy change anything to them, it just write the UVs to the XML

... can't see a problem there

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CTZn
- Posts: 7240
- Joined: Thu Nov 16, 2006 4:34 pm
- Location: Paris, France
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by CTZn » Wed Sep 05, 2007 2:44 am
Maybe it's too close/behind an exit portal ?
obsolete asset
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