STEAM GROUP
Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
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8 November, 2013
Showing 1-10 of 15 entries
25
Trouble with UV unwrapping
Originally posted by Zappy:
Originally posted by Basswav3:
But the textures dont show up i the uv map, i had to adsign them by clicking a bodypart in the list under the textures rab, then scroll to the texture in the folder amd click on it, my current problem is that i cant find out how to get the textures onto the uv map so i can make it into a single applicable material for the model and if they dont autoassign i dont think i can leave them separate or without a single material. Do you have a discord? Maybe i can screen share to show you when i get a chance.
No, I don't. But again, if this is for the Source engine, there's no need for you to bother combining the textures into a single texture, as again, Source supports up to 32 different materials per model, which can all reference completely different textures.

Does the model use multiple different materials in Blender? If so, it should already be set up correctly, you just have to assign each VMT material in Source the correct texture(s).
If not, does the model use multiple different objects in Blender, one for each texture? If so, assign a different material to each object.
If not, does the model use multiple different textures in Blender already? If so, select each face belonging to a specific texture, then make a material for that texture and assign those faces to it, and do this for each texture.

I repeat: There is no reason to want to combine the textures into a single texture for Source engine models.
Well also, the slots the textures go into are named with [][] characters and whe i try to export it as an smd it says those characters can cause compiling issues, then, when i load up the smd i just saved only the skeleton withoit the model is there. Is there correlation between those issues?
Showing 1-10 of 15 entries