Blender UV Maps working poorly

I am in the middle of attempting to skin my first mesh, and have decided to break it up into 8 textures. My problem is that after unwrapping the model and importing it, most of the time apply materials doesn’t work. It simply takes the base color and doesn’t actually texture. I have seen a few other people having trouble like this, but the responses they got didn’t help me. I have linked the .blend file and a screenshot of the problem. As you can see, the head texture works, but the shoulder is blank grey.

1148226–43647–$test.zip (448 KB)

I’m not sure that it is " Blender UV Maps working poorly". Two points from looking at you blend file and the screenshot:

From the blend file - there appear to be three UVMaps - one the “Head” and then “UVMap” and “UVMap.001” - the latter two appear to be the shoulderpad. It is my understanding that Unity can only handle two UVmaps. You should try to create some seams and then unwrap the whole model for a UVMap/single texture.

From the screenshot, it appears you are using a “toon/lighted outline” shader. I have never used any toon shaders, but the “toon ramp” has no texture selected. Does that cause a problem?

cheers,

gryff :slight_smile:

Hmm I see you did create some seams - they did not show up until I tried to create one (Blender 2.65). It does unwrap (though I might add a few more seams). So why do you want 8 textures - you could use one ?

cheers,

gryff :slight_smile:

Basically my plan with having several separate textures was that it would make it easier to swap small details without completely swapping skins. I know it is not exactly the most efficient way, but I am new to this, and unwrapping the whole thing at once was really beyond my ability to salvage, although I know I should learn it. I have done some more experimenting and have gotten the shoulder pad to work, and then managed to break it again. Really my problem is less that Blender isn’t working as much as it is that I am having trouble figuring out how Blender works, as the documentation is somewhat sparse. Admittedly part of the reason the documentation is sparse for me is I am averse to video tutorials, but I really haven’t figured out how to make sure things are saving properly.

TheCwal: I figured it might be something like that. Which small details do you wish to swap - badges/chevrons etc ? If you can give me more details it might help.

cheers,

gryff :slight_smile:

I finally managed to get the mesh split into two decent maps, which are both working now, although the proportions are not exactly what I want, they will work for the moment. Thanks for your help, I wouldn’t have though to check the number of maps Unity supports, and that seems to have been the problem. Any additional advice you have on unwrapping would be appreciated, the main issue I have now is that unwrapping the torso results in the front taking up proportionally less space.

And now I’ve run into another issue. The Maps are working mostly correctly now, but they’re somewhat skewed, with the head requiring a small offset and the shoulder pad at an angle.

Can you post your new file TheCwal - And I will take a look at it.

Well you can rescale the various parts of the UVMap. Certain parts are less likely to be seen eg: the soles of the feet, palms of hands. Usually I assign 1/4 of the UVMap to the head (for eye, face detail etc), 1/2 the UVMap for the torso, and 1/4 to the feet/hands and arms and any other bits. It does depend though somewhat on how the various parts fit together.

Also, what bits do you want to swap? There maybe other ways of handling it.

cheers,

gryff :slight_smile:

Here’s the current files I am working with. I included a small copy of the texture I am using at the moment, and took a screen of how it it showing up in the editor. I’m mostly looking to swap detail on the shoulder pads and helmets, to provide variety and the possibility to reuse models between factions.

Edit:
I went back to the blend file, and the UV map it gave me was not the one that initially got exported. Am I missing something, or can you not see UV maps after they’ve been unwrapped and deselected?

1149133–43685–$Skew.zip (1.87 MB)

Blender should still have a UV editor.

http://www.blender.org/development/release-logs/blender-233/uv-editor-image-window/

I don’t use Blender anymore, however I would recommend searching the Blender Artists forums, and if any search queries do not provide any useful results you can also post this to the blenderartists.org forums.

I never got this far when I used Blender. I apologize I cannot provide more useful information.

Blender has one of the best UV tools among all 3d apps and a lot people in the industry use it for that task. So saying that Blender’s UV tools working poorly is not really true :slight_smile:

I looked at your file and to be frank, it is a mess. Nobody uses 8 different textures for one model. If you want more detail for certain parts, then I’d suggest to use two UV sets. Unity supports that.

Your model looks good, but I think you should really work on your UV skills :wink: There are plenty of helpful video tutorials at BlenderCookie about that matter.

I’ve switched to using 2 maps, but I am having trouble with telling which of my changes are actually taking effect. When unwrapping the head and shoulders, the exported maps do not end up fitting the model in Unity.