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Ground Poly texture problems- I need help

Severin

Resource contributor
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ca-ontario
Hi all,

I am creating my groundpolies with Blender and this is what my work flow looks like.

Create ground poly -> Smart unwrap in "UV Editor" mode -> Export layout -> Apply texture(Photoshop CS 5) -> save as .dds -> Apply texture in Blender -> Export to MCX etc.

The bottom image is what I texture the grounpoly model with in Blender.

However, in the simulator FSX-A, the texture is stretches out look awful. What am I doing wrong. I need some help please.

Severin
2015-10-24_16-41-3-956.png
2015-10-24_16-42-12-512.png
Kumasi GPolyv2.png
 
Looks like the UV map was fit into the texture. That's what happens when smart unwrapping. I recommend the "project from view" unwrap instead (while viewing from the top)
Also it seemed to me you got the surprise after loading it in the sim so if it looked OK in Blender maybe you did not set the mapping to UV? (When exporting the UV map will be applied anyway)
So always set a texture's mapping to UV and you will see what you'll get on export ;)
 
Looks like the UV map was fit into the texture. That's what happens when smart unwrapping. I recommend the "project from view" unwrap instead (while viewing from the top)
Also it seemed to me you got the surprise after loading it in the sim so if it looked OK in Blender maybe you did not set the mapping to UV? (When exporting the UV map will be applied anyway)
So always set a texture's mapping to UV and you will see what you'll get on export ;)

Awesome,Dave, thank you.I like the method you've just taught.The quality has improved a lot but not where I want it yet.There must be an issue with the texture itself. I'm working on that now. Thanks!
 
Severin ... use the "project from view", and then "scale" the projection (in the UV/Image editor window) to fit your desires.
There is no issue with the texture itself !
Awesome, thanks sciqhera. I'm getting! Gradually getting the hang of it! :D
 
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