Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Actually I just had another idea whilst typing this. It's a long shot but I'll come back and let you know if it worked.
I'm using 3DS Max by the way, so this isn't just a problem with you using Blender.
I'm going to import one of the templates and my model into a Unity scene to see if there's a size difference, or something like that.
I imported them into Unity & there was a huge difference in size. But the opposite of what I expected. The template is about 50x the size of my model. This is not how it shows up when I import it into 3DS.
The model is also imported with a rotation of -90 degrees, but the template is not. I thought that this could be because Unity uses Z as the depth whereas 3DS uses it as the vertical axis. But if that was the case, why does the template have the same orientation in both?
I'm out of ideas on how to fix this.
(For the record, I still haven't managed to get it any textures done in other programs to work -- I have to manually supply them every time -- all two times I've done anything, at least. Heh).
My texture is 240 x 207. Well within the limits. What units did you use for your model? I've tried all of them, so I don't think that's my problem, but I wonder if it does matter.