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Blender Blender import, UV maps scrambled

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unitedstates
Forgive me if this has been covered,

On some aircraft, (the Cessna 152 is REAL bad about this), when I attempt to bring up the UV map for a specific area, (tail on C-152) the UV map is like a scrambled egg! None of the model surfaces are positioned properly and typically they are stacked all on top of one another, or off of the UV map itself (Yes, I understand that some of the areas off of the map are "duplicates".)

I've been using the Blender import, texture paint, UV Editing method for awhile now to texture aircraft and for the most part it works out great! However, on some aircraft (again, C-152) the fuselage will map properly, whereas the tail, not so much! I DID manage to get a successful tail on the aerobat version, but not the standard version. Also, I downloaded JP Logistics C-152 (mostly because it has wheel pants) and it's tail is seriously whacked.

Does anyone know what causes this, and is there a workaround?

I am using import-export giTF 2.0. and blender 3.1


Thanks!

TB2
 
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when I attempt to bring up the UV map for a specific area, (tail on C-152) the UV map is like a scrambled egg!
- Which "Cessna 152" are you referring too? Got a link or other reference to it?
- How and what parts do you import that "Cessna 152" into Blender?
- How exactly does your own UV-Map and "the scrambled egg" look like then?
A few screenshots of it could be very helpful, to get on the same page before trying to assist you with your challenge(s)
 
the UV map is like a scrambled egg
I am having a little trouble interpreting how model surfaces can be stacked, off a UV map, or what area of a map is "duplicated," in that, are you referring to the mip mapping?

images


Anyway, the core issue you are dealing with, appears to be "UV constraints restrictions." If that is the case, Arno has added a feature to MCX that will modify UV offsets to bring them within the range MSFS can render them with little, to no visual distortion. I have been learning 3ds Max over this past month and see that UV offsets are clearly displayed and editable in Max's Material Editor, Sketchup does not offer such complexity. This thread discusses the matter in depth, provides examples and Arno has included a link to his feature announcement video.
 
- Which "Cessna 152" are you referring too? Got a link or other reference to it?
- How and what parts do you import that "Cessna 152" into Blender?
- How exactly does your own UV-Map and "the scrambled egg" look like then?
A few screenshots of it could be very helpful, to get on the same page before trying to assist you with your challenge(s)

Well, perhaps I spoke too soon? I installed Import-Export-glTF rev 1.7.5 a couple of days ago into Blender and now the specific parts of the aircraft in question seems to be mapping better now. But, I'll go ahead and answer your questions above.

1. Stock MSFS Cessna 152, specifically the TAIL area. Fuselage UV mapped fine, but the tail no. I got a good tail from the Aerobat (Default or Livery 1, can't remember) so I was able to continue texturing.
2. Ooof! That's a loaded question! Check HERE for answer https://www.fsdeveloper.com/forum/threads/guide-creating-livery-packages-for-msfs.448795/post-896200
3. What was happening was the parts that were supposed to be UV mapped were on top of each other, and some of them were "stretched" across the entire "map", They did not retain their proper shape or placement on the UV map
4. Since it appears to be working now, I cannot give any screenshots. HOWEVER, IF it whacks out again, I'll post some images.

TB2
 
Well, perhaps I spoke too soon? I installed Import-Export-glTF rev 1.7.5 a couple of days ago into Blender and now the specific parts of the aircraft in question seems to be mapping better now.
Thanks for the reply @TBryson2 I'm glad that everything has worked out fine for you now.
 
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