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Author Topic: [Resolved] Uv maps flipped on Assest import  (Read 1326 times)

lileebeta

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[Resolved] Uv maps flipped on Assest import
« on: Aug 14, 11, 03:24:18 PM »

Hi this problem just surfaced with the newest build i think.
When I import a model from 3ds max the model then shows up in hero blade with a flipped UV map.
The texture is correct but its coordinates are way off. Can someone help me with this?
When i analyze the model in the granny viewer everything is okay.
But when i import the model the UV coordinates get shuffled.
« Last Edit: Oct 26, 12, 04:42:43 PM by HE-Cooper »
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lileebeta

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Re: Uv maps flipped on Assest import
« Reply #1 on: Aug 16, 11, 02:01:23 PM »

This tends to happen when two or more meshes share the same texture atlas, even though both atlases are separate names and separate files. If they appear the same, Hero Engine wraps the original one with its original coordinates on every other model that shares this atlas but it ignores the coordinates of the other models that share the atlas.
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HE-Cooper

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Re: Uv maps flipped on Assest import
« Reply #2 on: Aug 16, 11, 04:10:24 PM »

Really? I think it could be that the material names are not being given unique names in max or Maya. Remember there is an annoying tendency for 3d programs to use a default name for materials over and over again.

Do you have any error messages in the console?
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lileebeta

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Re: Uv maps flipped on Assest import
« Reply #3 on: Aug 16, 11, 04:43:34 PM »

You know, that may be the case, I just had the same thing occur with an asset that didn't even use the atlas and hero engine mapped it onto the model, ...just out of the blue. So, I will look into how 3ds max assigns textures, and i will ensure that i give each material a unique name.
Thanks
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