[ART] What's this model doing? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [ART] What's this model doing? (/thread-25219.html) |
RE: What's this model doing? - bjaffedj - 05-05-2014 you can always try combining the 3 objects into one, redo the uv's, and recreate to textures to work with your new uv's RE: What's this model doing? - Traggey - 05-05-2014 @SomethingRidiculous, please stop. Alright let's get serious bitches, it is true that the textures should NOT be in jpg format jpg is not supported properly for in-game model texture usage as HPL is made to work with Direct Draw Surface (DDS) and they need to be POW2, HOWEVER. 1024 X 512 is just fine, that is a POW2 texture, it doesn't have to be completely square. For game textures you'll want to use these sizes 128 x 128 256 x 256 512 x 512 1024 x 1024 2048 x 2048 4096 x 4096 These sizes can also be used in any kind of combination with eachother without issue, for example 1024 x 256. As for the model, no normals are flipped, the model is not see through, the problem here is the axis of Y when exported. In your exporter make sure Y is set as the up axis, this should be default in maya. Before doing this you'll also want to freeze your transformations and delete the history, I also suggest that you combine all textures into one texture map to save on drawcalls ( it's good for preformance ) unless of course the screen will be interactive, in that case keep that one separate. http://postimg.org/image/p4kqh6kif/full/ Also, looking at this picture I noticed your viewportcube, the model IS upside down in maya. You might want to flip it the right way around before exporting? Also I suggest you give names to all your submeshes in maya, as it is easier to indentify them in the editor that way and do troubleshooting, for example I would name them Mesh_Computer Mesh_Keyboard Mesh_Screen RE: What's this model doing? - bjaffedj - 05-05-2014 haha Traggey, i didn't notice that i think you just figured out his problem RE: What's this model doing? - Acies - 05-05-2014 Read what Traggey said and follow that. If it's still acting odd: Scaling and (possibly) rotation issues might arise when you export a model where the pivot points of the meshes aren't located at 0,0,0 (coordinates) in world space. A simple way of solving this is to go Mesh > Combine. Mesh > Separate. RE: What's this model doing? - Daemian - 05-05-2014 Solved Spoiler below!
I did many versions of the laptop with diff screens, configuration and uv coords. Until somehow it worked. In the image above you can see how it's using the whole image instead of the uv coords I set in Maya. I guess I can fix that from there. Spoiler below!
So as you guys said I should have the meshes together and use one texture only, I thought it was the proper way to do it. And yes the model was upside down, I thought we did that to test something but it turned out the original version was inverted too. +rep for everybody. Back to tutorials for me. RE: What's this model doing? - Mudbill - 05-05-2014 Having 1 texture is benefitial to performance because the game will only have to search and load up one file, but if it's really too much of a struggle to do, having 2 won't kill you |