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Old 06-11-23, 11:54 AM   #25
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 794
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Quote:
Originally Posted by Jeff-Groves View Post
Open your adjusted uv2 object,
Do a re-uv to the FUMO29.tga being as that is just a simple texture.
Export that and save as FuMO29GEMA.obj

Then import with S3D.

Or quicker yet, Copy the uv2 object and save it as FuMO29GEMA.obj,
then import. Looks fine in S3D that way.
OK, the result is "acceptable" here (if you don't look too closely), because the main texture is a simple texture as you noticed (just a grey square with some "noise").

Quote:
Originally Posted by Jeff-Groves View Post
As to objects with much more complex UV mapping on the main object file?
I can't help you as I do not use Wings3D.
I'd render a guess and say that you might need to follow the exact same steps on each obj file.
So if deleting faces? Delete the exact same faces in the exact same order on both obj files.
3DS Max is much easier to do since it allows multiple UV channels.
Thank you for the hints, i'm grateful to you. Indeed, following the exact same edge-split procedure for both objects may help.

So - trying to explain with my own words - the problem comes from the file where the UV-map is stored (.mtl, and then in the TMAP section of a .dat file): the order of the faces are not the same between MMM.obj and MMM-uv2.obj, consequently the AO map for a face is placed on another face of the model (so at a wrong location). Am I correct?...
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