mike82 Posted March 25, 2017 Author Report Share Posted March 25, 2017 (edited) te lo paso en blender, ahi vas a ver que a veces las cosas me quedan muy deformes Pero creo que voy bien escudo_con_uv.blend Edited March 25, 2017 by mike82 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 25, 2017 Report Share Posted March 25, 2017 Las piezas parecidas es mejor clonarlas ya estando texturizadas, lo mejor es la siguiente vez empezar pieza por pieza y no todo unido desde el modo edición, si ves mi video las piezas son independientes en el modo objeto y en modo edición no tenes que preocuparte mucho. Quote Link to comment Share on other sites More sharing options...
mike82 Posted March 25, 2017 Author Report Share Posted March 25, 2017 si, despues tengo que ver como se unen esas piezas en blender Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 25, 2017 Report Share Posted March 25, 2017 Ctrl+j (unir) basicamente aconsejo ver si podes hacerlo separado. texturizar objeto por objeto. las partes que son clones hay un comando para clonarlas( por ejemplo las ruedas) luego hay un comando para ponerlo en espejo ya sea en eje y,x,z en el caso del modelo es el eje Y. mis conocimientos son muy limitados con este problema. Hice un vídeo y no le encontraba la vuelta. tenes 2 opciones o texturizar todo de nuevo pero luego por partes en modo edición ( difícil ). o hacer cada pieza por separado, básicamente sería la pared el trasversal , los troncos y una ruda y un apoyo luego clones las partes iguales.( fácil) Quote Link to comment Share on other sites More sharing options...
mike82 Posted March 26, 2017 Author Report Share Posted March 26, 2017 bueno termine de textueizarlo y quedo como ya lo vas a ver. tiene un error en la parte de adelante, al lado de las ventanas, capas vos mas canchero lo podes corregir. Después voy a probar lo que decís de modelarlo por separados y unirlo. Pero fijate si asi como esta texturizado esta correcto para el juego o habría que vovler a empezar el proyecto. escudo_textura_final.blend Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 Ya tengo los archivos listos para probarlo en un mod. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 (edited) lo veo bien. voy a exporarlo como collada. no se te olvide borrar la luz y la camara. Edited March 26, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 siempre asegurate de que todo este asi. en el tuyo habia un elemento extra. Quote Link to comment Share on other sites More sharing options...
mike82 Posted March 26, 2017 Author Report Share Posted March 26, 2017 pero fijate q al lado de las ventanitas la textura estaba media corrida. creo. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 (edited) @niektb @stanislas69 i get this warning in the Atlas. Spoiler ERROR: art/meshes/props/mantlet2.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: Could not load mesh 'art/meshes/props/mantlet2.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/mantlet2.dae failed to load ------ algo esta fallando al ponerlo en el juego. mantlet2.dae Edited March 26, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Radagast. Posted March 26, 2017 Report Share Posted March 26, 2017 6 hours ago, Lion.Kanzen said: @Radagast. Can you help us with actor file ( xml)? Sorry, I can not test which makes me pretty useless. :| 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 31 minutes ago, Radagast. said: Sorry, I can not test which makes me pretty useless. :| No problem. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 @LordGood can help us? Quote Link to comment Share on other sites More sharing options...
LordGood Posted March 26, 2017 Report Share Posted March 26, 2017 There are multiple exported objects, or else the object has a material attached. Be sure to only select what you want to export, and in the .dae exporter check the 'selected only' box. at least, that's what I think the problem is 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 Just now, LordGood said: There are multiple exported objects, or else the object has a material attached. Be sure to only select what you want to export, and in the .dae exporter check the 'selected only' box. That was fast. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 same error this is correct? Quote Link to comment Share on other sites More sharing options...
LordGood Posted March 26, 2017 Report Share Posted March 26, 2017 yes, make sure only the object you want to export and the prop empties are selected on export. also, remove any attached materials 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 (edited) @LordGood the material is normal as texture? probably this another issue. Edited March 26, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
LordGood Posted March 26, 2017 Report Share Posted March 26, 2017 Get rid of the material, the textures are already applied in game over the UV maps. The UV maps are part of the mesh, not the material Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 3 minutes ago, LordGood said: Get rid of the material, the textures are already applied in game over the UV maps. The UV maps are part of the mesh, not the material yes I will communicate to Mike (Miguel), so need delete that right? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 @mike82 Lordgood dice que: Quote hay que deshacerse del material, las texturas ya se aplican en el juego sobre los mapas UV. Los mapas UV forman parte de la malla, no del material Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 I give up. Spoiler ERROR: art/meshes/props/mantlet2.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: Could not load mesh 'art/meshes/props/mantlet2.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/mantlet2.dae failed to load Engine exited successfully on 2017-03-26 at 14:06:25 with 950 message(s), 3 error(s) and 0 warning(s). Quote Link to comment Share on other sites More sharing options...
Enrique Posted March 26, 2017 Report Share Posted March 26, 2017 The mesh is full with NGons. Collada and game engines doesn't like NGons. Solution: Triangulate the mesh before exporting. -Select the object -Go to edit mode with TAB -Go to face mode select with Ctrl+TAB, choose face selection from the pop-up menu -Press "A" to select all the faces -Press Ctrl+F to open face specials menu, choose "triangulate faces" Ngons should be replaced by triangles now and is safe to export. ---------------------------------- El objeto está lleno de NGons. (NGons son polígonos con más de 4 vertices). Al formato collada y a los motores de juegos no les gustan estos polígonos (no son compatibles). La solución es convertir los NGons en triángulos antes de exportar el objeto. -Seleccionar el objeto -Ir al modo edición con la tecla TAB -Presionar Ctrl+TAB y elegir el modo de selección de caras/polígonos. -Presionar "A" para seleccionar todos los polígonos. -Presionar Ctrl+F y seleccionar "triangulate faces" en el menu que aparece. Ahora los NGons deberían haber sido reemplazados por triángulos y debería funcionar al exportar. Recuerda quitarle cualquier material asociado y borrar todos los objetos salvo el que quieres exportar de la escena como ya comentó Lion. 1 Quote Link to comment Share on other sites More sharing options...
mike82 Posted March 26, 2017 Author Report Share Posted March 26, 2017 Ok hice lo de triangular las caras pero lo de quitar el material asociado no, porque no se como seria, eso ya se lo dejo a lion. Yo llevo apenas 3 días usando blender. escudo_textura_final_triangulate.blend Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2017 Report Share Posted March 26, 2017 Después seguimos con eso. Lo siguiente sería bueno practicar con cosas fáciles. @Skhorn te queres apuntar. @av93 harías un tutorial en español de lo que hemos aprendido y lo que está en la wiki? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.