![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#2 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
|
![]()
Do you mean mirrored on the opposite side of a boat?
Yes you can fix it but do you have the skills? You'll need to UV Map the opposite/mirrored side of the 3D Model so that it has a unique & separate texture within the skin, only then will text etc be the correct way around. ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#3 | |
Gunner
![]() Join Date: Jan 2007
Posts: 91
Downloads: 23
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#4 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
|
![]()
Moin LTD.KUNNINGHAM,
UV mapping is no matter of SH4 but your 3d graphics programme. It´s also called texture mapping. In addition to it´s world´s coordinates at least one set of texture coordinates belongs to every vertex. Thus the 3d programme / game engine knows where to apply which part of the texture file, like a decal set. When changeing the texture coordinates, they will be automatically saved with the *.obj file. Any *.obj file can hold only one set of texture coords. But that only matters if you want to apply changes to the shadowmaps, as they need an additional set of uv mapping coords. When re-importing the re-mapped 3d object, these uv mapping coords will be imported. Regards, DD
__________________
|
![]() |
![]() |
![]() |
|
|