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Rotating UV mapped textures

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94
Probably a basic question... why are some textures that I apply via UV map -> Unwrap rotated by 90 degrees and some are applied properly? Sometimes if I use Smart UV project the rotation is corrected but I'd like to know why this is happening. I'm using 1024x1024 png for every texture tile.
Sub question... is it enough if I apply texture via UV map or should I also create material for every tile? Thank you!
 

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For the 90 degree thing I just flipped the uv map a couple of times and it lined up. I also applied material to each tile and than applied a texture to each material. Can somebody please just clear this up for me.. do I need to assign material for every tile AND "uv map - unwrap" textures for each tile?

I was following this tutorial: http://www.fsdeveloper.com/forum/threads/my-technique-to-do-groundpolygon-photoreal-image.430726/
Now I bumped into another problem..
In tutorial 3DS max was used. At the Export step he used "Use BMP extension" and "Use DDS files" because throughout the tutorial png files were used for tiles. That's what it has to be done of course because MCX can't use png files. Does Blender have something similar or how is this done in Blender?
 

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Well blender basically doesn't know that it matters in what direction or rotation it has to unwrap, all it knows is that you want to unwrap it in an efficient manner.
To get it always in the right rotation you could unwrap with the project from view option, however this will result in an unwrap without an optimal scale. So you would have to scale and centre the unwrap youself. Unfortunately you cannot do both in one manouvre, it's either unwrapping from view and scaling or smart unwrapping and rotating (occasionally).

You should create a material for the tiles. You could assign the same material to all the tiles though, just so it's an actuall mesh. Ofcourse a material should not have more then 65K polies across all objects, but that would be a whole lot of tiles. And ofcourse you'll also need to assign the texture you used in the unwrap as a texture in the textures tab.

As for the .DDS problem, MCX has an option to convert textures to .PNG files. It's called Mass Texture Editor and is quite usefull.

I hope this helps you!

F747fly
 
If I don't assign different material to each tile than all tiles have the same texture even though I select different texture for each tile/face. I'm using Blender 2.76. I'm working for 8 hours straight so I might be missing the obvious :)
Does MCX 1.4 also have this Mass Texture Editor? I can find it in 1.3 but not in 1.4. Was it renamed, moved or something.
 
I've got version 1.3, which has the mass texture editor, in 1.4 I'm not certain but it might be the texture editor just above the "display crash boxes" option. Otherwise go for the stable version 1.3 ;)

On the tiles you may be right that they would need different materials, as a texture assignment obviously influences the material. so you'll have to assign different materials for each tile and then assign the right texture.
 
That is correct tom! UV unwrapping in Blender can be done with the UV image editor. Like I said there are multiple ways to unwrap a surface, all the unwrapping results can be viewed and edited in the UV image editor.
 
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