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3 Dimensional Chat / Iside out textures??

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Flashing Blade
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Joined: 19th Oct 2002
Location: United Kingdom
Posted: 9th Jun 2003 14:37
I can't figure out where I'm going wrong.
I made a .X model, made a UV texture thingy in lithunwrap, and in the preview window it looked fine. But in DBP the texture seemed to be inside out???
Let me show ya some pictures:

This is the texture map:



This is my model with above texture rendered in Lithunwrap:



And this is same model in DBP:




So just to test things I made a simple cube within Lithunwrap:

Texture:



Model rendered in Lithunwrap:



Model loaded in DBP:




I gotta be doing something wrong but I can't see what.

These are the two models in question:
http://www.btinternet.com/~mikenmaz/test.zip
http://www.btinternet.com/~mikenmaz/test1.zip

If someone could help me I would be very greatful

thanx
WindTech
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Location: United States
Posted: 9th Jun 2003 14:52
Either flip the UV's, the words, or the polygons

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Van B
Moderator
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Location: Sunnyvale
Posted: 9th Jun 2003 14:59
That is fairly common, when you export from Lith, it's inverting the texture coordinates, all you can really do is mirror the texture and adjust it to suit.

I strongly suggest doing the majority of the detailed texture drawing after the models been UVmapped. In fact, use Lith to make outlines for you, then use them as semi-transparent layers, very usefull feature - easy to add effects like wear and tear on the edges.


Van-B

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Simple
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Posted: 9th Jun 2003 15:18 Edited at: 9th Jun 2003 15:22
Just flip your UV's Horizontally or vertically.

TIP: >> In Lithunwrap ... show your model in the perspective window as "textured + wire - smooth" then choose the "vertex selection" tool and on your UVmap, select the verts which you think should be on the LEFT for example.

Then just see if the verts get highlighted in RED on the left side of the model.

If you choose some verts on the left of something on your UVmap and they show up on the right on your model .. then just flip that group in your UVmap.

Same goes for TOP and BOTTOM ..... and sometimes you will have to ROTATE 90 degrees

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Flashing Blade
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Location: United Kingdom
Posted: 9th Jun 2003 19:30
Thanks for help - I also edited one of the DBP example model textures, this one:
help/examples/camera/miko/miko.tga
And I wrote my name on the model. And my name was upside-down and back-to-front.
So looks like its common.
I will do as suggested - flip & mirror. Probably seems obvious solution to my problem but I only just started this 3D lark and thought maybe I was doing something majorly wrong.

Thanx
Misanthrope
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Posted: 9th Jun 2003 23:13
It also helps to use a checker map when proofing my UV layout. A lot of times the models I unwrap are mechanically complex and the checker map provides a quick way to make sure the "handedness" of all the UV coordinates are the same across all faces. Before doing this, a lot of times I'd have one or two faces with flipped coordinates slip past me in the production phase. And I very often don't realize it until a non-symmetrical texture region is painted for those particular faces.

So currently what I do is select a nice and dense checkerboard map for the texture and visually check for faces that don't look quite right. It's also a quick and dirty way to make sure that all of the UV mapped regions are in scale with each other, of the correct aspect ratio, and you also have a better appreciation for how much the UV coordinates for detail faces (instrument readouts or the rearmost faces of tritium-dot gunsights, for instance) need to be scaled up to look good.

-Misanthrope
Arrow
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Posted: 10th Jun 2003 03:09
I'm thinking you may have unwrapped the model backwards, that would explain the inside out textures.

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actarus
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Posted: 10th Jun 2003 15:05
Yeah I wouldn't qualify this of a common bug/mistake.

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Flashing Blade
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Posted: 10th Jun 2003 15:44
Din't realise you could unwrap a model backwards. How would I avoid this? With the cube example above I followed a lithunwrap tutorial to the leatter. Also all the X. models in the DB examples texture inside out (they look ok but when I add writing to the texture the writing is inside out).

Could someone download the cube (test1.zip) and load it into their DBP? I just wanna make sure the error is with my modeling/unwraping and not my DBP.

Thanx
Simple
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Posted: 10th Jun 2003 16:37
QUOTE:
Also all the X. models in the DB examples texture inside out (they look ok but when I add writing to the texture the writing is inside out).

Thats a mistake with the making of the UVmaps for some of the DM models ( NOT DB/DBpro )

Just load up some of the texture maps from the DM CD and you will see some of the writing has been flipped on the textures ( thats why they look OK once loaded onto the models )

Basically it's like I said >> flip your UV's when you make them, if they are facing the wrong way ..... else flip your text ( if you're too lazy to do it with your UV's

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