Blender exported mesh
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Author:  shteou [ 15.07.2008, 16:12 ]
Post subject:  Blender exported mesh

Hey guys!
Before I start, excellent engine! I've enjoyed playing with it so far.
Alas, I have a little trouble with what I can only deem to be an exporting problem from Blender.
I am attempting to render a simple subdivided plane with a texture.
I have tried both the Collada converter and the Blender python exporter for Horde3D and the result is the same,
the mesh renders but the texture isn't applied properly. However when I try a mostly blue texture the mesh appears blue. A largely red texture colours the mesh some shade of red. I can only assume this is a problem with how uv coords are being generated (or not at all perhaps) for the mesh. Any ideas how to remedy this?

Author:  swiftcoder [ 15.07.2008, 16:32 ]
Post subject:  Re: Blender exported mesh

It is notoriously difficult to UV map using Blender, but there are quite a few tutorials on the web, so google if you get stuck. First off though, I would check that your mesh in blender does in fact have UVs attached (you don't need UVs to apply a texture in Blender, but it wont export properly without).

Author:  shteou [ 15.07.2008, 16:33 ]
Post subject:  Re: Blender exported mesh

Roger dodger!
Will have a gander... there's no substitute for someone who knows what they're doing with these tools is there? :p

Author:  Volker [ 15.07.2008, 16:53 ]
Post subject:  Re: Blender exported mesh

I also guess that your UV mapping is not done using Flat UV Coordinates but with some of the other possibilities like Cube/Sphere, Stick / Orco options. That may be a problem. I think using flat UV Coordinates you have placed using the UV/Image Editor of Blender should be fine.

Author:  shteou [ 16.07.2008, 14:13 ]
Post subject:  Re: Blender exported mesh

Cheers guys,
worked a treat when I actually played with the UV editor for 20 seconds.

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