texture mapping wrong

Hi

I’ve just bought this 3d model in MAX format from turbosquid. It’s very low polys so the author used pictures to simulate the details.
The problem is that one object has 3 textures: left/right pic, front and rear.

This doesn’t play nice with Unity for some reason. It seems to only take one of the textures into effect. I have no clue how to fix it since I’m lost at 3ds max.

Any ideas? I can share the file if you PM, I just can’t make it public. It might be easier if you look at it.

Screenshots would be nice if you can’t share the model.

sure, here they are:

The big white chunk with black cockpits is in unity.
The close-up with details in in 3ds max.

In unity when I drag the cockpit texture to the object, the texture goes all stretched so it just looks like a dark chunk.

487177--17111--$zepbad.PNG
487177--17112--$zepgood.PNG

this is a screenshot of unity
as you can see the textures show up in the shader, it’s just that they don’t merge correctly or the UV is off or who knows

I believe unity can’t have different UVs for the same object, that might be the issue. In any case, I don’t know how to solve it since i’m not fluent in 3ds

Do you have the correct number of materials (1 for each texture) on the model within Unity?

Regards,
Matt.

yep, check last post :slight_smile: I think it was sent while you wrote yours.

no solution? should I just drop the zeppelin? :frowning:

do you have unwrapped your zeppelin at all?

i never saw a model that had a front and a side view in two different textures (at least not in game objects).

nope, i bought it from turbosquid

Hehe, there are my clouds :stuck_out_tongue:

yes there are :slight_smile: looking nice huh? :slight_smile:

If I do say so my self :wink:

ok i went ahead and added the UV Unwrap Modifier on max, but it all gets meshed up, lots of points overlapping and stuff.
The author did not do a good job on this one, is it easy to fix? I tried with the UV Pack and Flat Iron scrips without much luck but 3d design is not in my league

Think you might want your money back to buy a model designed for use in a game engine. It looks like instead of unwrapping and UV mapping the model, the artist used planar projection and multiple textures, which seem to not be very optimized at that. This is fine for making a prerendered cinematic, but not so good for games. It’s hard to tell in the screenshots but if it was done that way most likely the mesh wasn’t designed with real time rendering in mind either.

true, but it’s the only solid zeppelin from WWI i found around. They all suck or are around 100k vertex :frowning:
This one is less than 5k, so if I can fix it, it can work out nicely

Then your best option is to re-UVmap and texture it yourself. That model is made of fairly simple shapes, UV mapping it would not be difficult.

Did you get this sorted?

I may have a bit of time available tonight if you want me to look at it. Depending on what ‘state of un-game-worthiness’ it is in, it may need unwrapping, merging of UV’s from each part and the textures rebaking etc. I was actually thinking of doing a tutorial on this sort of reworking, so I could demonstrate using your Zep. It’s not a massive job but it does take time unfortunately.

I’ll PM ya…

Regards,
Matt.

Thanks
Matt (fallingbrickwork) got it fixed :slight_smile:

Hope it helped you for the tutorial, I really want to watch how you did it.

Hi

Thanks to the help of the community I was able to release the new version of Dogfight for iOS and Android.
It now has realtime fly-through clouds and the zepp that people were helping me do in here :slight_smile:

Video (the software video capture fps sucks, the game runs smooth): http://www.youtube.com/watch?v=fCkEDuBNjgM
Download: http://snipr.com/dogfight

There is a free lite version too. Submitting it during the week.