The Beach House

Get feedback from others on your works in progress
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Post by ZanQdo » Tue Sep 04, 2007 6:35 am

in the material, look for the MapInput panel and select "UV" as coordinate, you are just using default OrCo, now.. I dont know how your exporter handles it but thats how blender internal works anyway

Great image!

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Post by BbB » Tue Sep 04, 2007 7:38 am

I like it. I think the white couches work fine. I would pick them white anyway. But that's just me...

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Post by matsta » Tue Sep 04, 2007 11:28 am

zan as u can see in the screenie the mat is set to uv.

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Post by Kram1032 » Tue Sep 04, 2007 11:37 pm

I think, without setting to UV, it wouldn't even get exported, would it?

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Post by matsta » Wed Sep 05, 2007 12:46 am

yea, it wont export without uv co ordinates. so i take it thats not the problem. :S getting really annoyed with these texture issues. u think its an indigo or blender or blendigo thing?

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Post by zuegs » Wed Sep 05, 2007 1:43 am

Your BG object looks like a box... perhaps try with a plane (with the normal(s) pointing to the house). What UV mapping method u used to generate UV coords?
Blender and Indigo handles the uv coords in a very similar way, so blendigo don't realy change anything to them, it just write the UVs to the XML :roll: ... can't see a problem there :x .

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Post by CTZn » Wed Sep 05, 2007 2:44 am

Maybe it's too close/behind an exit portal ?
obsolete asset

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