I am trying to do the texture mapping for some models. I am getting a lot of texture stretching in game that I am not getting in Blender, as you can see in the images below. Does anyone know why this is, how to fix it?
It looks like the model you've exported to the game just isn't using the same UV map as the one you're using in blender. But I know next to nothing about blender, so I can't offer any suggestions as to why.
I created this model in Maya which I then exported as an OBJ so mgmetal13 could use it in blender. Could this have contributed to the issue described above?
Probably did. When taking stuff from Maya, I have had success by exporting it as FBX and then put that though papatran. You can then import that to blender and finish off the bones.
I haven't tried doing it that way yet. However I get the same in-game stretching when use my own models that I made in Blender.
Did you try using papatran when trying to import your own models, or did you try to import them the same way that you did with mine? EDIT: Hopefully I'm not sounding like an idiot, since I don't know a lot about how to use papatran at this point in time.
@nicb1 ,@emraldis I got it working by using the split edge modifier. The game was not reading the seams made in blender in for some reason. So I just spit the mesh edges at the seams then unwrapped.