3rd Party Models/Media Chat / extremely wrong uvw results in GG on import !!!

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imothep85
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Posted: 9th Sep 2018 11:03 Edited at: 9th Sep 2018 11:06
Hi

i have created a box in 3ds max, after i deform the mesh i apply uvw, and flattern all the texture, but when i import the mesh in, x, or fbx, i get this extremely horrible result, and it's just a box object with a box mapping !!!!!!!!!

WHY GG doesn't understand the basics of an uvw .....

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imothep85
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Posted: 9th Sep 2018 11:23
imported & tested in another game engine, same result like in 3ds max.

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Belidos
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Posted: 9th Sep 2018 11:26 Edited at: 9th Sep 2018 11:27
Youre doing it wrong. You cant just throw any texture in and hope it works. You have to bake the original texture onto the UV map in your modeling software/3d painting software so that the right part of the texture is inside the uv islands in the right orientaion, size and scale.
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imothep85
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Posted: 9th Sep 2018 11:37
no it's not me, it's GG who does it wrong, i tested my mesh with others 3d game engines ( coppercube, leadwerks, s2 enine hd ) and i NEVER get a wrong result, it works, but ONLY in GG i get this horror when i import this basic mesh with a basic box mapping !!!!

my texture is flatterned and in jpg done in photoshop, but getting something like this in a game engine its impossible,....
granada
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Posted: 9th Sep 2018 11:54
Try DDs or PNG and see how it looks

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Belidos
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Posted: 9th Sep 2018 12:57 Edited at: 9th Sep 2018 13:04
Well theres your problem youre using jpg. Gameguru uses .dds or .png


Also you will still have issues with that texture in gameguru because gg usrs only uv mapping and not geometry to apply textures, so just putting a whole texture in like that will leave you with seams on your model, modelling programmes apply materials using a mixture of uv and geometry, so it may look fine but can have visible seams in gg, thats why you need to bake a texture from the material and not just use tge materials texture directly.
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imothep85
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Posted: 9th Sep 2018 13:04
i tried, but i get almost the same result if not worse in GG

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granada
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Posted: 9th Sep 2018 13:06
Attach the model here and we can try and help

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Belidos
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Posted: 9th Sep 2018 13:10
As granada said attach your model and texture here and we can look at it. Its definitely something you are doing wrong somewhere, but we cant tell you what without all the information wr would have from actually veiwing yhe actual model. Just because it looks fine in another program doesnt mean it will look fine in gg, all modellers and engines have different requirements for importing, its probably a gg requirement youve missed.
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synchromesh
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Posted: 9th Sep 2018 16:46
Cmon imothep85 …
No one else is having the problem so it cant be GG ..
And your posting in the wrong section again !!
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Corno_1
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Posted: 9th Sep 2018 18:11 Edited at: 9th Sep 2018 18:20
Maybe it is GG, but without a proper example to replicate the issue, there is nearly no way a developer can solve it. If you not want to attach the entity, you can send it to Lee directly.
So much issues on the github repo need proper examples and some retesting, because they are fixed or not replicable at all.
It is not my task to find a model which has the same problem and fix "your" problem. At the end I simply ignore such tasks.
For example I can not replicate this issue at all: https://github.com/TheGameCreators/GameGuruRepo/issues/330
So I asked the author, but I did not get an answer at all since eleven days, so this issue is open caused by the author. And there a lot of this issues! This cost time fort any developer who want to fix bugs, because he must go through so much tasks, need to find a way to replicate this and if he find one, he could fix it. Maybe this do not solve the issue at all, but this is the problem of the author.

Give the model to Lee or us or this thread is useless and need to be closed in my eyes.
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GraPhiX
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Posted: 9th Sep 2018 20:34 Edited at: 9th Sep 2018 20:35
Hi imothep85, sorry you are having issues again, please post your model and we can check it for you, I have just created a cube added some deformations UV it then painted a texture on it, took me 5 mins this is the result..



if I spend more time on it I can make it look better
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rolfy
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Posted: 9th Sep 2018 21:28 Edited at: 10th Sep 2018 00:02
you have uvmap and unwrap uvw map modifiers on your stack and I bet you didn't collapse these before export..... exporting from Max only retains one stack level in the mesh data so your unwrap uvw map is missing.
You might also want to stitch those stray uv faces.
imothep85
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Posted: 10th Sep 2018 18:35
no i allways collapse modifiers before export !
PCS
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Posted: 11th Sep 2018 20:47
very nice GraPhiX , looks like a nice rock one can use in a map. cool.
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GraPhiX
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Posted: 11th Sep 2018 20:52
@PCS I'm so sorry I thought I had posted it here, I think I posted it on Discord and not here I have attached it now use as you wish
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PCS
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Posted: 11th Sep 2018 22:20
Cool Thanks my Friend
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