Texturing JKA models [Solved]
Moderator: Moderators
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Texturing JKA models [Solved]
I've converted a .glm to a .obj, and then loaded it in XSI. When I try to texture it, I am having quite a hard time. Can someone point me in the right direction? Thanks.
Last edited by Kingpin on Thu Aug 28, 2014 10:42 am, edited 1 time in total.
-
- Master of the Force
- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
Re: Texturing JKA models
what do you mean? the model appear untextured and you apply it manually, or the UV its different?Kingpin wrote: When I try to texture it
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Re: Texturing JKA models
It does not have a texture, so I go to image>phong, and when I do, all of the UV uses the same texture all mumbo-jumbo.
-
- Master of the Force
- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
Re: Texturing JKA models
of course, becuase when you do that, must appear a little windows asking for what to doKingpin wrote:It does not have a texture, so I go to image>phong, and when I do, all of the UV uses the same texture all mumbo-jumbo.
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Re: Texturing JKA models
Alright, so this is what I am doing:
So I have my model, and I select the foot to texture. I then right click on it in explorer, and go to Inspect Material.
I then hit that small button under the check mark, and press Image.
Then, this comes up.
What do I do now?
So I have my model, and I select the foot to texture. I then right click on it in explorer, and go to Inspect Material.
I then hit that small button under the check mark, and press Image.
Then, this comes up.
What do I do now?
-
- Jedi
- Posts: 1194
- Joined: Fri Dec 19, 2008 7:58 pm
Re: Texturing JKA models
with noesis i have found that you need to check the flip UVs box, at least with jka models.
In the image box simply choose the right texture if the object already has uvs
In the image box simply choose the right texture if the object already has uvs
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Texturing JKA models
I never ported an jka model, but i klick on new-> new from file and that's it If you already load the image i press "the noIcon_pic" bar, scroll down to my image and that's it
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Re: Texturing JKA models
MileHighGuy wrote:with noesis i have found that you need to check the flip UVs box, at least with jka models.
In the image box simply choose the right texture if the object already has uvs
Thanks! Works like a charm!
- AceMastermind
- Gametoast Staff
- Posts: 3284
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Texturing JKA models (Solved)
When you export an *.obj from Noesis you can opt for an *.mtl file also by typing -objmtl into the Advanced options line. This will prevent you from having to browse to textures and reassign them on import in other software.
From the Advanced Commands menu:
From the Advanced Commands menu:
WaveFront OBJ
-objmtl - enables export of mtl file with the obj.