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Strange texture bug?


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So I tried porting my model into unity and I got this strange bug with the shroud texture. Any body have an idea of why this is happening? It looks normal in Blender. :P

http://i.imgur.com/PKxfUqr.png

I had the same problem, I was building a rocket and re-engineered the tip of the rocket so that it was flat and would accept a thruster or antenna in the down-mounted orientation. somehow in doing that I got areas that I could not fill in. It may be because there are polygons in the area that are not flat and therefore you cannot add a face to them. You might try creating triangles out of the polygon.

I have noticed in blender performing certain repeative operations that coordinates that are supposed to be on fixed axis drift ever so slight (the lowest digit of precision). I have had to manually correct these.

If you don't mind me latching onto your texture thread I have my own texture problem. when I design my map in blender it looks like the image on the right, but in Unity and the game it looks like that on the left. I previously go some textures starting with a UV sphere (unfortunately the collision mesh was too large and the capsule mesh does not fit the contour) now I am using an Ico Sphere and I get the following.

4lqFOlR.png

The appearance is not bad, its quite attractive on the pad but I was going for aerodynamic, not Buckminster fullerene architecture.

Edited by PB666
Dup
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For the op's problem it appears to be inverted faces. Perhaps the top cone part was mirrored manually (that will invert the faces) apply the scale in blender tab into edit mode and ctrl+a to select all (or a.. not sure. Iwe been mostly using 3dsmax recently) and ctrl+n (that will recalculate the normal direction for you) for pb666's post it looks like you didnt get your smoothing into unity. not sure why thats happening.Try to import your model to unity again but tick off where it says calculate normals(Since its simple geometry unity should be able to calculate smoothing for it well)

Edited by landeTLS
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So flipping the normals causes this...I have no idea what is going on.

http://i.imgur.com/y6ee0S3.png

Looks like its a texture issue. In the first picture it looked like there was perhaps inverted faces. But now it looks like perhaps something else.

Better do some troubleshooting

first try exporting to fbx then import the fbx back into blender (to see if there are any issues with that)

If thats producing the same issue as in unity then try to go to your modifier stack and see if there are any issues after applying each one(if you are letting the the fbx exporter apply them for you) for example if you are using the mirror modifier to create the cone but set it to mirror uv's it will create new uvs for the mirrored parts where you might not want them(but this should be displayed in blender so its probably not that)

speaking of uvs there might be inverted uvs.

Remember to apply scale/rotation

just some thoughts. Difficult to say exactly whats causing it without a look at the object +any modifiers in blender

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