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USSRsniper

O2 UV Map/texture distortion

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Wild guess, but i think before the convertion that face was a poly (4 point face) and it didn't had a defined sub-edge. In reality every poly has already an invisible subedge witch makes a poly in fact 2 tri faces. I think in max the edge was defined, for example from left top corner to right button corner, where after the convertion it was right top corner to left button corner.

But like said, wild guess...

Other thing it could be is maybe somewhere around the poly you had a not-connected point and you used merge or something witch caused the shift in the uv or face orientation.

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Wild guess, but i think before the convertion that face was a poly (4 point face) and it didn't had a defined sub-edge. In reality every poly has already an invisible subedge witch makes a poly in fact 2 tri faces. I think in max the edge was defined, for example from left top corner to right button corner, where after the convertion it was right top corner to left button corner.

But like said, wild guess...

Other thing it could be is maybe somewhere around the poly you had a not-connected point and you used merge or something witch caused the shift in the uv or face orientation.

Well before export my model is made up of tri faces. I basically defiend all the sub-edges myself. But I think I fixed the problem, I converted the model to "Editable Mesh" in 3d max. But why it makes the difference? There are no invisible sub-edges, shouldn't the model exported work even in "Editable Poly" mode? Because exterior of my vehicle was exported when it was in "editable polygon" mode and everything works fine and no texture distortion...

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Hmm, I recall having this problem on a model of mine and it was sourced to a nonunwrapped part and after removing it it the problem went away.

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Hmm, I recall having this problem on a model of mine and it was sourced to a nonunwrapped part and after removing it it the problem went away.

And how do you check for nonunwrapped parts?

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Quote[/b] ]And how do you check for nonunwrapped parts?

Normally if you run the 'check faces' option and you have a '* Cannot generate ST coordinates', that selection could be the one that is messing up the model.

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After palying around in O2, found out that one part of the model is causing all the texture bugs.  And most of the " Cannot generate ST coordinates" are located on that part. What exactly is this ST error and how do i fix it?

It's weird though, since the part is totaly separate, and how come it causes bugs on other parts of the model?

Also when i modeled that part i textured it as multi sub object in 3d max, and used different uv map channels. But when I found out that O2 does not support this, removed the mapping. Could this be a problem? perhaps i need to delete that part and remodel it completely...

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Finally i fixed the bug. And solution was very simple.... This bug occured because one of the part in my model had shared UV coordinates. To save space sometime i place UV's over each other, it might look ok in 3d amx but O2 get crazy. But still i don't get how one small part of the model can mess up entire model?

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sharing uv should not be a problem. if worst comes to wors u can move the other part to u+1

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