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  #1  
Old 06-27-2006, 10:04 AM
shivanangel shivanangel is offline
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Join Date: Feb 2006
Location: New Jersey
Posts: 182
Question UV mapping problems

Hi,

I need to exporting a model from Maya using the .obj
format.
The model was a face I constructed using polygons as
well as two eyes, teeth and gums. Each part was
a separate object with it's own material assigned to it.


(Model inside of Maya)

Both the eyes and the face had their own texture file,
each being a 512X512 bmp file.

I was able to get the texture to show up for the eyes,
however the texture file I made for the face is not
loading into the world.

I used a standard spherical mapping for the UV's of the eyes
while I created my own custom UV set for the head.


(Mapped UV's as well as BMP texture file)

I was wondering if Vizard somehow does not support my own custom UV
mapping and maybe only allows for planar, cylindrical, and spherical mapping
of 3D objects.

All I get is a grey surface in vizard for the face, while the teeth, gums and eyes (all shaded by other textures) show up just fine.
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  #2  
Old 06-27-2006, 10:05 AM
shivanangel shivanangel is offline
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Join Date: Feb 2006
Location: New Jersey
Posts: 182
Oh, and in addition, I am not trying to make an avatar.
I simply want the 3D model to load as is, completely textured.
Thanks.
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  #3  
Old 06-27-2006, 11:39 PM
tobin tobin is offline
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Join Date: Feb 2003
Posts: 251
Can you try exporting the file as VRML instead of OBJ? Vizard's VRML importer is very strong and reliable. I have much less experience with the reliability of the OBJ importer. Also, are you sure there nothing simple like the face texture just not being found or the filename is say not a DOS compatible name (I know the 3DS format requires DOS style filenames). If you change your face texture resolution to say 511x511, Vizard will automatically resize it to 512x512 and will notifiy in the message window to this effect. This will at least verify that it's attempting to use the texture. Finally, you should be able to get a handle to the face part of the mesh (e.g., object.getchild('name')) and you can then use the <node3d>.texture command to manually apply a texture.

Try a few of these and let me know the results.
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