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Post by marvelousbattles on Apr 16, 2022 0:08:54 GMT
Hey all.. I've been away from 3D awhile so bare with me.. I've extracted a model from Fortnite, it has a single UV channel, though the UV's are terribly overlapped!? Any suggestions on how to go about fixing this?
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Post by dlight on Apr 16, 2022 1:26:13 GMT
3dsmax? this looks horrible. i have no clue. how many materials are those? looks like multiple. if you manage to figure that out, you could maybe split the mesh by materials.
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Post by marvelousbattles on Apr 16, 2022 2:12:16 GMT
Hey dlight, how's things?.. I know right!? LOL. As mentioned earlier, in max it shows as only 1 UV channel.. though if I bring it into blender, I get this!?... Is max incorrectly listing the channels?.. Any ideas???...
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Post by dlight on Apr 16, 2022 2:42:34 GMT
yeh. in blender it looks a lil more correct. still overlapping in the first channel, but that looks managable if you use island or material selection.
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Post by rscott on Apr 16, 2022 12:10:35 GMT
Hey dlight , how's things?.. I know right!? LOL. As mentioned earlier, in max it shows as only 1 UV channel.. though if I bring it into blender, I get this!?... Is max incorrectly listing the channels?.. Any ideas???... Looks a lot like UDIM tiles but exported a bit wonky, without the GRID in Blender... Home many materials are assigned in that one part? Like Rancor022 said you could try to split by material...then figure out which UV channel each is supposed to be assigned to... Make sure to set Constrain to image bounds and add the texture to the UV editor before selecting the mesh in Blender...In the N-Panel while in UV editor > under View> there is the section for UDIM Grid...set it for say, 3x1...set selection to Faces and set Sync UV selection ( apposing arrows upper Left top bar) then in the 3d View hover over a section and tap L, it will igh-light an area of the mesh which will also display in the UV editor then you can Move (G)+X+1 or 2 etc. to shift it to the next tile With them separated that way you can match them to the texture as needed...
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Post by marvelousbattles on Apr 17, 2022 0:12:01 GMT
Hey rscott .. Not entirely sure the material count, though I'd say it's at least 3 going by the UV channels.. 1 for trims, 1 for decals & the 3rd, I'm guessing a worn metallic texture spanning the entire mesh possibly shared for other assets within the game, though I can't find any indication/listings for this so far. Thanks for the tips, I'll give it a shot but I'm like an old man in blender as still finding my way around everything.. I sooo need to make the switch!!!
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Post by rscott on Apr 17, 2022 13:10:02 GMT
Hey rscott .. Not entirely sure the material count, though I'd say it's at least 3 going by the UV channels.. 1 for trims, 1 for decals & the 3rd, I'm guessing a worn metallic texture spanning the entire mesh possibly shared for other assets within the game, though I can't find any indication/listings for this so far. Thanks for the tips, I'll give it a shot but I'm like an old man in blender as still finding my way around everything.. I sooo need to make the switch!!! Well it does take a bit especially if moving from Max...but holler if you need help or share a link to the file and then we can take a look at it...
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Post by marvelousbattles on Apr 18, 2022 3:32:45 GMT
Yeah thanks heaps rscott , appreciate it!.. www.mediafire.com/file/q4d6528681o8gzc/helicarrier.rar/file(I've organised the assets into folders.. A few misc. game textures extracted with the model that seem unrelated but I included them anyway in case of the chance of shared textures.
I can separate & detach some islands as the corner trims appear to match up fine, though the long side trims are like broken UV's/wrong position & scale!?..
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Post by Warhammer_81 on Apr 18, 2022 7:23:03 GMT
The UV data for the models seems correct to me however the models use multiple UV channels (at least 3 that I've found). The textures will only line up properly when applied to the correct UV channels. For example the "S_Hightower_HC_MainBodySides" uses "T_Hightower_HC_MainBodySidesDecal_D.png" on UV channel 3 while the other mesh parts on the same model use "T_Hightower_HC_SideTrims1_D.png" and "T_Hightower_HC_SideTrims2_D.png" on UV channel 1. This seems to be a problem with the way the models were converted over to .pskx and they no longer have their original multi channel materials applied correctly when imported to 3DSMax or Blender. The only way I know how to fix this is by manually re-assigning the correct textures and UV channels to each mesh individually, a huge chore I know but the UVs are correct!
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Post by marvelousbattles on Apr 18, 2022 22:05:29 GMT
Cheers for that @warhammer_81... Looks like I will need to cross-reference the UV's/maps, manually select individual faces & detach where necessary as it doesn't seem to have selection sets.. Hmm.. this will be tedious!!!
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Post by marvelousbattles on Apr 19, 2022 5:18:57 GMT
Sorted!.. well that's the wing & turbine at least... thank god I can mirror these & other parts for the opposite side. Thank you dlight , rscott & @warhammer_81 .. So glad I can complete this confidently now as it wasn't easy getting the model.. It's no longer available in its original form within the games current version archives so, had find a way to obtain earlier builds of the game... Once completed, will upload the model & provide a download link for anyone who is interested. Cheers again!!!
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Post by rscott on Apr 19, 2022 10:42:50 GMT
Cheers for that @warhammer_81... Looks like I will need to cross-reference the UV's/maps, manually select individual faces & detach where necessary as it doesn't seem to have selection sets.. Hmm.. this will be tedious!!! YEP! It is tedious... But to help speed up the workflow, using Blender...there are a few things you can do... !. You can set up your windows, and have one 3d view...a UV editor Window ( you can switch this back and forth with an image editor...) set one to be a file browser pointing to your texture folder... one for the NODE EDITOR and the outliner and material properties in the far-right... I went a slightly different way and used multiple materials for each part to make things a bit easier... If you look at the UV channels there is usually one with what seems to be a series of 2-3 Vertices...it is actually a complete section of the current mesh... I think this might have been for vertex collors or something similar ?? Now then if you select one of those DOTS it will select that part of the mesh...what I did was to select that part and add new material to it and assign it ( all in edit mode with UV sync active )… this allows me to use the ( ALL IN ONE UV the messed up looking one without having to bother with the UV itself) Then in that new material ( side trim for example ) I can drag and drop the corresponding texture file into the Node editor and hook things up and see the result in the 3d view. Be aware that many of the Diffuse texture contain an ALPHA Mask in the Alpha Channel, you can use this as a factor to combine two textures or what ever...
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Post by marvelousbattles on Apr 19, 2022 11:22:20 GMT
Yes I wondered WTF!? when I discovered the 2nd UV channel with nothing but 4-5 spread out vertices.. I should of tinkered with it more!.. So if i understand right, the vertices are essentially selection sets for each material assigned to the mesh?.. Sweet stuff rscott !.. 😁 I'll play with the other meshes tomorrow using this process in Blender.. sure beats selecting multiple faces, detaching &, then re-assigning!!!
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Post by marvelousbattles on Apr 20, 2022 0:00:13 GMT
rscott, Im in 'Edit Mode' but for the life of me, cannot find the 'UV Sync' button!?.. I'm using 2.91.. I've seen the button/icon in previous versions while researching though cant find it.. Have they changed it around or am I not looking hard enough!?...
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Post by dlight on Apr 20, 2022 0:16:34 GMT
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Post by marvelousbattles on Apr 21, 2022 0:52:58 GMT
So would this be the recommended (basic) setup for compositing multiple UV's/alpha's in Blender?...
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Post by dlight on Apr 21, 2022 10:05:42 GMT
depends what the texture does. if it's for coloration you probably should use multiply. if it's a decal you should use mix.
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Post by marvelousbattles on Apr 24, 2022 0:58:19 GMT
My normal maps arent working using Vray in Max.. They kinda look fine to me! ... Nevermind.. they work in Blender.. Doh!...
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Post by Warhammer_81 on Apr 24, 2022 6:31:40 GMT
My normal maps arent working using Vray in Max.. They kinda look fine to me! ... Nevermind.. they work in Blender.. Doh!... I'm not sure what you mean by them not working in 3DSMax, they work fine when I apply them. Perhaps you don't have them in the correct material slot or they are not turned on in the render view.
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Post by marvelousbattles on Apr 24, 2022 8:32:49 GMT
Warhammer_81 .. Yeah old habits die hard.. I've been using the 'Standard Legacy' material and added normals etc that way.. I found it was always hit & miss as sometimes they worked for some models & others not.. Assumed it was a channel issue with spec/rough maps combined or something etc.. It only occurred to me today to apply the normals via the 'VrayMtl' material & needless to say it worked.. Another problem I have now is the specular map.. There is no dedicated channel for it.. I've read up on some suggesting the reflection channel but makes little difference when applied..
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Post by rscott on Apr 24, 2022 12:46:54 GMT
My normal maps arent working using Vray in Max.. They kinda look fine to me! ... Nevermind.. they work in Blender.. Doh!... For Blender... You need to set the normal map to Non-Color Data...Specular into Specular ( sometimes (RARE) you need to add an Invert COLOR Node, sort of depends on what the roughness map is like... For Max/ Vray Plug the Normal into the Bump Node and Specular into the Reflection gloss map. In the Hull case, I split the Front-Center and Back to 3 textures... Notice the Specular and Normal need to be NON-COLOR... The Specular Needs an Invert Color Node... and the Color and Specular need the first UV channel...and the Normal is mapped to the second ( has the same "DOTS" as in the last examples...)
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Post by Warhammer_81 on Apr 24, 2022 23:48:51 GMT
Regarding the Normal map textures, they have RGB layers, Red is the X tangent, Green is the Y tangent, and Blue is the Z tangent (height). Here's a standard way of plugging them into V-Ray:
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Post by marvelousbattles on Apr 25, 2022 5:59:16 GMT
Regarding the Normal map textures, they have RGB layers, Red is the X tangent, Green is the Y tangent, and Blue is the Z tangent (height). Here's a standard way of plugging them into V-Ray: Yes I was applying the VrayNormalMap via the Standard Legacy material instead 🤪..
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