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DarkBASIC Professional Discussion / Texturing a model from blender

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trohn
15
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Joined: 20th Apr 2011
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Posted: 26th Apr 2011 19:35
I have exported a .x model from blender and am using it in dbpro. The scaling is weird in blender and i have to scale the models to 15000,15000,15000 to get the size that I want. Now that I have my objects, I'm trying to texture them. When I do this I get a dark/bright green, depending on my lighting. I thought this might just be either tiling the image over and over again or zoomed way in, so I tried messing with the uv scale..nothing changed. Then I tried changing the image and still the result was the same, even when the image was solid white. Is this a uv problem, or does it have anything to do with the fact that the object is scaled to 15,000? Like I said I'm importing it from blender, but it's not really a complex model. Each object is only a cube.
GeeBee
17
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Joined: 26th Aug 2008
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Posted: 27th Apr 2011 09:06
In Blender, try removing all materials, re-export and try again.

I would also suggest that you texture your models in Blender itself as this will probably give greater control over the process.

Ref the scale, my guess is that the original model (in Blender) is just v small. Scale it up in Blender.

Habits can get you into trouble sometimes (unless you are a nun....)
enderleit
19
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Joined: 30th May 2007
Location: Denmark
Posted: 27th Apr 2011 12:27
Also try adding a standard material to the object before exporting... believe I have had similar problems before and think that solved it.

Been a while since I used it though...

BigBug
16
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Joined: 2nd Nov 2009
Location: Iowa
Posted: 28th Apr 2011 02:12
One of the common problems with scaling in Blender is its important to keep the object scale = 1 - meaning it is not scaled.
Check out the screenshot.

I don't know why, but, being scaled causes problems in Blender's own game engine as well as the exporters. It is best to do all your scaling, stretching and whatnot in edit mode.
When I export a format for Java the model in the picture is huge and have to scale it down, but other formats it is very small and have to scale it up.

Blender has very good UV-mapping, but can be a little tricky to say the least. In this model, I am using 2 materials that have different levels of specularity, but, for the x format I only need 1. The textures need to be in the same location as the x file for this model, but I think it goes by the file paths relative to your .blend file.

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