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View Full Version : Solved/redundant post about mesh being eaten by wall.


bakafox
5th May 2009, 03:03 PM
I am a complete newbie to 3D rendering and meshing, but I was doing well I thought following the basic tutorial from here at MTS2, but making a new painting frame mesh instead of a table.

However, once I had finished it all up, and put it in my game for testing, THIS is what happened: The painting/frame is sucked into the wall, the back of it shows through the backside of the wall, but absolutely nothing shows to the front where it should be hanging. I have a picture of this problem in action attached.

I thought maybe I just had things placed badly on the axes, but I moved the obj file 'forward' by quite a bit and it still did this after I resaved/committed everything. Anyone able to tell me what I'm doing wrong?

I am using Blender, with UVMapper (my UV Map came out fine actually, just you can't see it since it's in the wall in that pic...)

In case it's needful for someone to poke at the actual file for answers, I am including it below.

plasticbox
5th May 2009, 03:54 PM
I'd recommend you import the mesh of the original painting (the one that yours is cloned from) into your .blend file, so that you can see where it needs to be positioned.

bakafox
6th May 2009, 07:54 AM
Thanks, that's what I did and it worked! Though now I have a new problem/question...

My UV template, as made by following the table-making tutorial is REALLY WEIRD in alighnment and a pain in the REAR to color. If I'm making a vertical mesh, like for a painting, instead of a piece of furniture, should I do a *vertical* UV map to match?

plasticbox
6th May 2009, 11:55 AM
Take a look at the textures/uvmaps in the maxis paintings, they're usually quite reasonable. You'll generally want to try and make the painting part of the texture roughly the same proportions as the actual painting.