Best tutorial for UV wrapping model

Discussion in 'Tracks' started by Hito, Jul 20, 2017.

  1. Hito

    Hito Member

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    Hi again

    I want to reduce the number of textures used in the final track and by this i want to reduce the texture count on the models used

    I Googled "UV wrapping a FBX model" and the torrent of relies was huuuuuuuuggggee. Looking for some advise as to where the best place to start would be for a relative newbie

    I have 3dsimED, Blender, RTB and Irfanview

    Thanks Grant
     
  2. luchian

    luchian Administrator Staff Member

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    Maybe start here ? :)
    http://assettocorsamods.net/forums/tutorials.32/

    Also, Blender has a plugin named Texture Atlas and it should help you do just that, combine textures. I don't have a link at hand (I'm on phone) but a simple ggl search should give plenty of results.

    Have fun :)

    Sent from my phone using Tapatalk
     
    Hito likes this.
  3. Hito

    Hito Member

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    Regarding the multiobject UV map addon

    Can anyone explain the last bit a bit clearer. I can get it to the Bake point but what happens after that is a mystery. He just stops the Bake and moves the cursor about and declares that it

    How do i get the model to recognise the new texture (UV map) as its source for skinning the model?

    Thanks for any advise
     
  4. luchian

    luchian Administrator Staff Member

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    Try to describe a little bit more what are the steps that you have done. Also put a few screenshots, to be able to see your hierarchy in Blender. Otherwise, it's difficult to imagine where the error is..
     
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  5. Hito

    Hito Member

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    Thanks for your reply

    The more i work through the tutorials the more my head hurts. I was following every step of the Multiobject UV add on tutorial. He bakes the image and just stops the baking process and declares everything done.
    When i leave Edit mode and try to export the .fbx the .fbx is still looking for the old textures when i try to get the fbx into xpacker

    Now trying to work out how to get the model to recognise the new texture as its source and forget about the old multiple textures. The more i Google the more i get confused as what i google has no context to what i am trying to achieve. Even the tutorials for Texture Atlas have no bearing on what the latest version of Blender is showing

    9 hours of trying to figure out stuff on my own is getting frustrating esp when i have no output to bounce things off quickly

    Humble thanks for any advise
     
  6. sensei

    sensei New Member

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    For base blender setup, I may advice deleting old materials, and create a new material which will be your new baked texture.Than being sure of new uvmap you created, selected in the UV Map box under that triangle tab, by the material tab on the right menu. Than ,your obj should look ok and ready for re export.
    At least what i do :)
     
  7. Hito

    Hito Member

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    I have got to the point where i need to take a break before the PC gets lobbed oot the windae.

    I can import the FBX to Blender, use the Multiobject UV editing addon to get a PNG with all the textures baked on, they look shit sometimes. I then save that .PNG and reimport it as a new Material. I delete all the existing material and textures and assign the new PNG as the Material and Texture. When i export the model as an fbx it is not as it should be and some of the old textures are still present and the PNG is there on each face but not as it should be, each face has the fill PNG with all the textures. I did it again making sure the texture had the UV map assigned to it and same result.

    If i watch another tutorial where they unwrap and wrap a coloured cube i will implode

    Thanks for any input

    The reward is £100, via Paypal, for anyone that can take me through the process so i can carry on building the track
     
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