Where are the texture files?


(GUNSL1NG3R) #21

there are 5 objects in the model and multiple mesh’s in each object.
I moved each object to a seperate layer (object mode, select 1 object, press M and pick a layer > OK)
loading or RE- loading the image for each layer seems to work a bit better.
1 layer so far seems to look like the UV’s have a nice pattern, just not scaled correctly. tried rotating the UV’s in the image editor 90 degree at a time.
…?..

if you select 1 vert in that mesh (left window(3d view)) and hit ctrl L to select connected verts you can see only that part of the mesh open up in the uv editor. hit G to grab and move it, s to scale, r to rotate etc you can do best guess as to proper location (hit enter after each change). hit h to hide it when done and move to the next little batch of verts.

kinda hacky for now (still tryin) but, not sure how you want to edit the model


(Joe999) #22

don’t bother. i tried with md5mesh files and everything works fine, the uv remains intact. however, it seems that with lwo files the uv information somehow gets lost or something in blender.

anyway, THANKS A LOT FOR YOUR HELP!!! :slight_smile:

i only wanted to get the object into blender in order to reduce the polycount. i want to make some papercraft models. currently there are too many separate parts for it:


(SebaSOFT) #23

OH MY GOD!

I so want the Oppressor…


(GUNSL1NG3R) #24

NP Joe, it’s a fun way to kill time. I was waiting for the word that my father would be released from the hospital. (again) 4 hrs later and the best guess now is 2marow.

I think thats why I’ve stuck with .obj and md5’s

Paper craft??? wow.
you could pick the 1 object that has the best looking uv layout, delete the rest.
select all in edit mode and hit
W 6 to merge all verts that take up the same coordinates.

  • convert to quads Alt J
  • switch to edge select and mark your own seams. Ctrl E
  • unwrap.
    I think I could carve it from wood and paint it faster…
    :wink:

(pazur) #25

ETQW models as papercraft… wow!.. what a wicked idea!

BTW: Going to the game (with F2) and executing the script there worked.


(Joe999) #26

[QUOTE=GUNSL1NG3R;211827]Paper craft??? wow.
you could pick the 1 object that has the best looking uv layout, delete the rest.
select all in edit mode and hit
W 6 to merge all verts that take up the same coordinates.

  • convert to quads Alt J
  • switch to edge select and mark your own seams. Ctrl E
  • unwrap.
    I think I could carve it from wood and paint it faster…
    ;)[/QUOTE]

probably. that’s why i need the polyreduction :smiley: it all depends on size. if you want a small papercraft model, then you probably are faster by creating primitives and paint them. if you want eg a 40cm model, then more polys are required. however, i’m still in the process of finding out how this could work at all. i got another question if you don’t mind. i did what you suggested (thx!) and now i’m asking myself how i could merge eg the 6 quads in the screenshot. they only need to be 1 instead of 6:

whatever i tried, i always ended up with more triangles


(light_sh4v0r) #27

haha, that’s awesome Joe, can’t wait :smiley: