03-11-2016, 02:59 PM
(This post was last modified: 03-11-2016, 03:01 PM by Random Talking Bush.)
(03-11-2016, 02:39 PM)nobody231 Wrote:Ooooooor you could edit the textures directly (except for the "normal maps"), double the canvas size horizontally and paste a mirrored copy on the right side of the texture, then you don't have to worry about modifying the UV mapping. Much easier in my opinion (and also makes it so that the normal map textures actually work the way they should!).(03-11-2016, 02:34 PM)Deep Weeb Wrote:(03-11-2016, 02:25 PM)nobody231 Wrote: I was too lazy to download rtb's texturesYour crap is better than mine (?) B)but i did so anyways now
The problem was that the textures weren't set up the way that the UVs were, it seems that the BCH format has some magic UV setters. That or it's the 3DS that does so. So I remapped the UVs so they would work right.
Fixed blend here
And how I fix this everytime I have this problem?
dammit now i have to explain stuffz
First, in Edit Mode, select all faces.
Second, bring up the UV Layout window.
Third, make sure that the cursor is in the bottom-left corner. If it isn't, zoom in all the way, and click there.
Fourth, make sure that the pivot point is set to 2D Cursor.
Fifth, scale the UVs to twice their size, on the X axis only.
Sixth, select everything that goes over the rightmost line on the grid.
Seventh, scale the UVs to -1.
Aaand you should be done! i hope that was clear