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Konclan 9 Oct, 2021 @ 11:20am
Exporting different linked objects with a different UV map
I have a pretty unique problem, I'm making models for Portal 2's Puzzle Maker which means that different skins of the same model need to be different models. Normally I'd just use different textures between the models and swap those in the qc but it got me wondering if there was a way to optimize the workflow and space by using the same texture. Right now I have multiple objects with linked meshes. I have different UV maps on the mesh for different "skins" where I can use the same material but different UV coordinates. How can I specify which UV map I an object to use when exporting.

TLDR: How can I export an object with a specific mesh UV Map.

I'm pretty much a self taught when it comes to blender so maybe I'm missing something. If its not currently supported by source tools is there a way I can quickly edit the addon myself to do so? Help would be appreciated.
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Pte Jack 9 Oct, 2021 @ 4:28pm 
As far as I know, Valve models don't support multiple UV maps. It's all done through $Bodygroups or $texturegroups. (I could be wrong!)
Last edited by Pte Jack; 9 Oct, 2021 @ 4:29pm
Konclan 9 Oct, 2021 @ 6:50pm 
I'm not talking about using multiple uvs in models, I'm saying I have copies of the same mesh that has uv maps for different skins of the model and I want to export each model with a different uv map.
Pte Jack 9 Oct, 2021 @ 8:41pm 
My take from what your asking:

The different linked models objects are the same (ie, cube1 is exactly the same as linked cube2)

and the UVs islands are unwrapped the same for these linked objects (the UV islands of Cube1 are exactly the same as the islands for Cube2??)

and you want these linked objects to use different skins via UVMaps or is this happening now?

Questions:
Are these linked objects in separate blend files (as in the old link/append objects between blend files) or are they linked duplicate objects (using Alt+D, I think it is) in the same Blend file?

You want this to happen where, In Blender so you can see the skins in Blender or in Portal2 after export?

If Portal2, this is all QC/VMT work based on Blender material names as far as I know. There is no direct tie to textures from Blender in a Valve Model. The object name, UV layout and material name are baked into an object (smd/dmx) on export.

Maybe I'm totally off base to what your asking here so maybe a couple of marked up screen shots of the objects/project might make this clearer because I'm not following what you're trying to ask.

And this may be totally irrelevant to what your trying to ask and you know all this already but I'm trying to help based on what has been asked and my interpretation.

Yes this is image is Pre-Blender 2.8x and is directed at people trying to port models to SFM, but the links from Blender to the Valve Material System are still the same in all versions of Blender.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1528003376
Last edited by Pte Jack; 9 Oct, 2021 @ 8:44pm
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