Heyo it me. I just have a couple question when it comes to a OBJ model I am trying to use for my next mod. I am currently in the middle of making the model fit around the the basic player models in Saints Row 4. But before that I quickly exported the scaled down model (Player Size) into Maya 2015 to see if I might have any headaches....and yeah this is gonna be a headache.
The problems are that I look in the Hypershade (Where you can apply textures to your model) to see that the model by itself has 12 DIFFERENT parts for it, mind you the Phongs are as follow: These are the Phongs in order: 1st) SZ_A1_Beard_MIC (phong) , 2nd) SZ_A1_Costume1_MIC (phong), 3rd) SZ_A1_Costume2_MIC (phong), 4th) SZ_A1_HairOpaque_MIC (phong) , 5th) SZ_A1_HairTranslucent_MIC (phong), 6th) SZ_A1_Leather1_MIC (phong) , 7th) SZ_A1_Leather2_MIC (phong), 8th) SZ_A1_Metal1_MIC (phong) , 9th) SZ_A1_Skin_MIC (phong, 10th) SZ_A_EyeFilm_MIC(phong) , 11th) SZ_A_Eyelashes_MIC (phong), 12th)
SZ_A_EyesMouth_MIC (phong), and of course the lambert1 (lambert) and particleCloud1 (particleCloud) and shaderGlow1 (shaderGlow). So I thought "Oh Okay I will just have to apply all the textures I have for it" and I did just that to test it and NONE of the right textures matched up with where it should be applied to the model (AKA: The hair color will cover OVER the model's face, the vest of the model looks all scattered and mess, and stuff like that). So I decided to hop back to Blender 2.79 to see what's up to find that when I unwrap the Player Size model to find that the UV Map doesn't match up with ANY of the textures the OBJ model comes with because the model was shrunken down so it must of messed up the model's UV Map.
So yeah quick a headache for a novice like me, I am only use to dealing with ONE texture set (Diffuse and Normal) . I am hoping that someone will help me out this problem so I can continue forward with this mod idea. I will post some pics of what I have seen so far during this experience. As always thank you in advance .
-NERD BROSKI
The problems are that I look in the Hypershade (Where you can apply textures to your model) to see that the model by itself has 12 DIFFERENT parts for it, mind you the Phongs are as follow: These are the Phongs in order: 1st) SZ_A1_Beard_MIC (phong) , 2nd) SZ_A1_Costume1_MIC (phong), 3rd) SZ_A1_Costume2_MIC (phong), 4th) SZ_A1_HairOpaque_MIC (phong) , 5th) SZ_A1_HairTranslucent_MIC (phong), 6th) SZ_A1_Leather1_MIC (phong) , 7th) SZ_A1_Leather2_MIC (phong), 8th) SZ_A1_Metal1_MIC (phong) , 9th) SZ_A1_Skin_MIC (phong, 10th) SZ_A_EyeFilm_MIC(phong) , 11th) SZ_A_Eyelashes_MIC (phong), 12th)
SZ_A_EyesMouth_MIC (phong), and of course the lambert1 (lambert) and particleCloud1 (particleCloud) and shaderGlow1 (shaderGlow). So I thought "Oh Okay I will just have to apply all the textures I have for it" and I did just that to test it and NONE of the right textures matched up with where it should be applied to the model (AKA: The hair color will cover OVER the model's face, the vest of the model looks all scattered and mess, and stuff like that). So I decided to hop back to Blender 2.79 to see what's up to find that when I unwrap the Player Size model to find that the UV Map doesn't match up with ANY of the textures the OBJ model comes with because the model was shrunken down so it must of messed up the model's UV Map.
So yeah quick a headache for a novice like me, I am only use to dealing with ONE texture set (Diffuse and Normal) . I am hoping that someone will help me out this problem so I can continue forward with this mod idea. I will post some pics of what I have seen so far during this experience. As always thank you in advance .
-NERD BROSKI