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Two Textures On Single-Part Model
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Topic: Two Textures On Single-Part Model (Read 6099 times)
AGP
quad
Posts: 1726
Re: Two Textures On Single-Part Model
«
Reply #15 on:
August 18, 2014, 03:38:49 pm »
But what I'm telling you is that reducing the texture has an effect. Have you ever written anything like the bellow screenshot?
And given what you just told me, I scaled the textures down to 256x256 and they look perfect. That's most of the problem for me, but I'd still prefer the option of using bigger textures. So what's the next test? :- )
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EgonOlsen
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Posts: 12297
Re: Two Textures On Single-Part Model
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Reply #16 on:
August 18, 2014, 03:51:03 pm »
In that case, you might be applying the recreateTextureCoords() to the wrong or not to all objects. Make sure to apply it to all Object3D instances that are part of the loaded Bones object. However, build() actually includes a call to recreate...so if you load the model, assign the textures and then call build() on everything, it should work.
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AGP
quad
Posts: 1726
Re: Two Textures On Single-Part Model
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Reply #17 on:
August 18, 2014, 03:58:31 pm »
I was calling build(), then recreate...(), then setTexture(). So, having changed the order of the operations, it's working now, thank you. What about that unwrapper? Have you ever written something like that?
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EgonOlsen
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Posts: 12297
Re: Two Textures On Single-Part Model
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Reply #18 on:
August 18, 2014, 04:08:17 pm »
Quote from: AGP on August 18, 2014, 03:58:31 pm
Have you ever written something like that?
Nope, never...
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Two Textures On Single-Part Model