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Author Topic: [question] blender uv mapping [updated]  (Read 1706 times)

flagg78

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[question] blender uv mapping [updated]
« on: July 04, 2012, 02:10:15 am »
I could really use some help with my UV mapping. I edited the uv map in blender and now the model is all reflective and weird. i have quite a few models to do so i need to figure out where i went wrong. or another way i could edit the uv maps. the 3dstexmover program here doesnt seem to work. it reduces the m2 file size to zero. any help would be greatly appreciated.
« Last Edit: July 19, 2012, 10:43:37 pm by Admin »

larrylaffer

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Re: [question] blender uv mapping
« Reply #1 on: July 06, 2012, 02:52:35 pm »
One thing is the UV Mapping and another thins is the rendering. If the texture shows up correctly, but it has a "reflective look", then the problem must be the rendering of the texture.

Im not sure if you can change the rendering in Blender, so try to correct the rendering of the textures in pymodeleditor or using 010 Editor with m2 template and skin template.

Regards
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

flagg78

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Re: [question] blender uv mapping
« Reply #2 on: July 10, 2012, 05:35:02 am »
i looked over the skin files and the model and dont see anything wrong with them. i uploaded them to see if maybe someone can help. i would like to be able to fix this as i dont know any other way to edit the uv maps. thanks for responding!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

larrylaffer

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Re: [question] blender uv mapping
« Reply #3 on: July 11, 2012, 06:27:51 am »
i think that the render flags in the .skin files that u attached was wrong, try now.
I dindt tested myself cuz u dint upload the blps.

Regards
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

flagg78

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Re: [question] blender uv mapping
« Reply #4 on: July 11, 2012, 10:59:22 pm »
first off THANK YOU SO MUCH! for taking the time to look at it, but no its still all wierdly reflective. i dont have any blp's for it yet. i havent bothered taking the time until this problem was fixed. i just put it in place of the human male. if i did it right the armor should look somewhat right regardless of the human textures.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »