UVMapping with 2 Maps

Hello to all,

I am new to Unity (which is awesome by the way), and I have some questions:

This is a new question (12-7-09)

I have a Bledner model (Download Here) and as you can tell it is a building. Earlier on in this post, I asked how to texture the inside and also the outside, someone kindly helped me. Now what I have are 2 copies of the mesh, under the same object. So my question is, how would I apply different UV Maps to the interior mesh and outer mesh, while they are still grouped under the same object? Or is this not possible?

*You may want to ignore the UVs I began to create in Blender, I was experimenting, I ended up saving as an OBJ, importing it into UVmapper, create a map, resave it, and then open it in Blender, and export as a 3DS, because as you can tell, I stink at using Blender’s built in UVMap editor/creator.

Thank you once again,

Luis

Old Topic

Many thanks,

Luis

Hmmm pictures or you could post the project or files?

i’m not quite sure what to imagine from your description of the facets going away… but i’m sure there’s a number of issues that could cause it.

Here, I have attached the FBX file, (I believe there is no sense in uploading all of the project, instead, I will post a screenshot as well.

FBX Model:http://www.architecturalstainedglassstudio.com/House.fbx
(Right Click → Save Target As…)

Screenshot:
http://www.architecturalstainedglassstudio.com/ScreenShot.png

If you look through the door and into the house there is no back wall, or sometimes no side walls or front walls, depending on the view at which you look at the model in the game. :slight_smile: That is the slight problem

A .blend, please? Blender can’t open .fbx files.

Also, please do not post large images to the forum.

Oh, I am sorry, about the large image,I will take it down, as for the blend file: House.blend

Actually, blender can import fbx files with a plugin :wink:
Can be found here:
http://wiki.blender.org/index.php/Extensions:Py/Scripts/Manual/Import/FBX

Please link!

Here: http://wiki.blender.org/index.php/Extensions:Py/Scripts/Manual/Import/FBX

The problem you are having is one of the most discussed topics on this forum. Your normals are pointing outwards.

So Flip Normals?

I have already tried that, and still no luck, unless, of course, I have been mistaken by thinking it is flip normals.

No. Try searching “double-sided”.

Sorry, I was on the phone. That script you linked to doesn’t work - check out the date on it.

http://forum.unity3d.com/viewtopic.php?t=24638

Oh, well, since I am a beginner is it easier to create a custom shader, or a “rigged” model?

Neither. Just go into edit mode, duplicate everything, and flip the normals on the duplicates:

Open your .blend
Hit tab
Hit A
Hit Shift D
Hit Space or Esc
Hit Ctrl-F
Hit 1 or Enter
Save!

I also recommend that you model with the Z axis as up instead of the Y axis. To fix that:

Be in Object mode.
Hit R
Hit X
Type 90
Hit Enter

Assuming ctrl + f flips normals, your little trick did not work, the walls still disappear

all of the outside walls are drawn, yet the inside ones disappear, is this not attributed to culling?

It doesn’t. You have to hit 1 or Enter afterwards, like I said. I did exactly what I posted above and imported it into Unity. No culling issues then.

Yes.

Thank you so much, I just did not manage to get the small dialog box in my first attempt. it works flawelessly.

Now, I have another minor question, if you do not mind. When I went to unwrap this in Blender, u → unwrap, I got a weird uvmap. Do I have to “make a seam” in the model?

Thanks once again,

You’re getting into a deep subject here. You don’t technically need seams, because your model has a hole in it, but if you don’t use them, it will be a pretty worthless map. You need seams on almost every model in order for it to make sense to a human being.

So you are saying it would still work without a seam? I revamped my house: http://www.architecturalstainedglassstudio.com/Housed.blend

As you can see, when you unwrap, there are curves and such in the uvmap, when, the model is based off of boxes…

Yeah. Just visualize taking that model and laying it flat on a table. It will look like garbage, not resembling the original shape at all.

It’s exactly like what happens when you murder someone in your basement, and stretch them out over your wall, you know? First, you have to crack their jaw apart. Then you need to put their top teeth in one corner, near the ceiling, and their lower teeth, near the floor, on the other side of the room. Then their arms and legs are all wobbly and dangly in the middle of the room. You know how this goes; it’s a total mess.

Put seams in.

When I add seams to the model, is it best to add them through the center, back, front, and should I only add one, or what is the general rule of thumb?

Thank you very much,

I updated the topic with another relevant question, I’d appreciate it if someone could help me, once again, many thanks!