Skinning a model problems: Created 17 years ago2006-06-13 10:53:09 UTC by Xyos212 Xyos212

Created 17 years ago2006-06-13 10:53:09 UTC by Xyos212 Xyos212

Posted 17 years ago2006-06-13 10:53:09 UTC Post #184959
Ive skinned some of my model, but there is a problem. Ill post a screenie to show:

(BTW this is not a good model, just me trying to get skinning :) )
http://img155.imageshack.us/img155/4773/uvprob4hm.jpg

First off I can still see the yellow outline from the UV map! How do I remove them?

Second, the other side of those weights is not textured even though I placed their polygons in the UV on top of the image. What is the problem?

Also, is it ok to place 2 different sides of the model on top of one image on the UV map?

Here is a screenie of my UV map so far:

http://img115.imageshack.us/img115/2482/stamperror9wy.jpg

Any help is much appreciated :)
Posted 17 years ago2006-06-14 17:59:29 UTC Post #185166
The issue with the lines is that they're on the skin itself. A UV image is just a projection of the coordinates - The lines on the skin are used for reference and shouldn't be in the final product. I'm guessing XSI leaves them on there in the skin editor - Try exporting the skin to targa, see if the lines go away, then apply the material again externally.

Not quite sure about the other side not appearing, though. Beats me. In Max I do the same thing, and it works out just fine ;(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-14 20:09:10 UTC Post #185175
Sorry Rabid I figured this problem out ages ago. But anyway thanks for the help. :)
Posted 17 years ago2006-06-15 00:00:43 UTC Post #185180
Yeah, no prob. 's what I get for not checking the forums for a week or so ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-15 18:34:21 UTC Post #185275
I figured this problem out ages ago.
And.. what was the solution?
Posted 17 years ago2006-06-15 19:13:32 UTC Post #185277
The blackness on the other side of the model was simply a lighting problem. The yellow lines was a result of stamping the UV map on the texture. That is not needed unless texturing in Photoshop directly will be used.
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