Having trouble UV unwrapping for PA

Discussion in 'Mod Support' started by mgmetal13, September 28, 2014.

  1. mgmetal13

    mgmetal13 Active Member

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    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?

  2. comham

    comham Active Member

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    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.
  3. Nicb1

    Nicb1 Post Master General

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    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?
  4. liquius

    liquius Well-Known Member

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    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.
  5. Nicb1

    Nicb1 Post Master General

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    Ok thanks for the reply.
    Will try this out asap and will let you know how it goes.
  6. mgmetal13

    mgmetal13 Active Member

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    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.
  7. Nicb1

    Nicb1 Post Master General

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    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.
  8. mgmetal13

    mgmetal13 Active Member

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    I made the models in Blender then exported them using the papa exporter plug in.
  9. mgmetal13

    mgmetal13 Active Member

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    Yea, I am still having the same issue when I do the fbx-papa-blender-papa file.
  10. stuart98

    stuart98 Post Master General

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    Just FYI

    Textures for PA units are wrapped.
  11. mgmetal13

    mgmetal13 Active Member

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    So I got it to work. I had to split the mesh at the seems for some reason.
  12. mgmetal13

    mgmetal13 Active Member

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    [​IMG]
  13. mgmetal13

    mgmetal13 Active Member

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    @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.

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