| We hope you enjoy your visit. You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you are already a member please log in to your account to access all of our features: |
| Heya...what's with my UV's? | |
|---|---|
| Tweet Topic Started: Apr 8 2009, 02:12 AM (431 Views) | |
| skarik | Apr 8 2009, 02:12 AM Post #1 |
|
kitten eating scum
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Hey, is AddMeshInverseTangentSpaceMatrices supposed to warp UV coordinates like crazy? I mean, there's no overlap, there's just me and my normals. Could it be caused my leaving my computer on too long? Heya look! My first plugin ever for Garry's Mod is working! Yay Ima flying dragon! Okay, but seriously, it just started from nowhere. *Deletes duplicate object* Heya, this might need a little looking into, 'cause it's fixed now. Here's my code, if it'll help: model_barrel
model_barrel_2
I'd post a demo, but I still have 3 more specular shaders to finish. Edited by skarik, Apr 8 2009, 02:12 AM.
|
| Blog|EHS | |
![]() |
|
| skarik | Apr 8 2009, 03:26 AM Post #2 |
|
kitten eating scum
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I figured it out. SmoothMesh affects all instances of a given model. I forgot about that. |
| Blog|EHS | |
![]() |
|
| Gandalf20000 | Apr 8 2009, 03:26 AM Post #3 |
![]()
Geek
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
The problem is that for some reason, using smooth normals and inverse tangent space normals doesn't work well. You have to recalculate the normals before you can use the inverse tangent space normals if they've been smoothed. |
![]() |
|
| ashrat3000 | Apr 8 2009, 03:49 AM Post #4 |
|
u3d raytracer
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
![]() ...woah Edited by ashrat3000, Apr 8 2009, 03:51 AM.
|
|
그대를 사랑해 | |
![]() |
|
| MysteriXYZ | Apr 8 2009, 04:12 PM Post #5 |
|
Master Matrix Masher
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
As chance will have it, I also ran into this problem just now. Since every model I load from a .u3d file (created using U3D version 2.1.1) has wrong UV's, this seems to be a genuine bug related to ExportToU3DFile(...). Looks like shaders and normals have nothing to do with it. Here's a pic:
|
| U3D is like candy; after extensive consumption, it's Best to brush. | |
![]() |
|
| Dr. Best | Apr 8 2009, 04:44 PM Post #6 |
|
Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Thanks for reporting this. It is on the list of things I will check for Ultimate 3D 2.1.2 now. |
![]() |
|
![]() Our users say it best: "Zetaboards is the best forum service I have ever used." |
|
| « Previous Topic · Questions about Ultimate 3D · Next Topic » |





![]](http://z1.ifrm.com/static/1/pip_r.png)







10:21 AM Jul 11