| No texture coordinates in .wrl with from meshlab. [message #60359] Thu, 17 January 2013 14:39 UTC |
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Hello, i have problems with my texture coordinates when im export .wrl form meshlab. It looks perfect in meshlab but when i uppload it to shapeways it looks like the texture gets planar projected on to the surface.
My workflow.
I use maya to export an .obj.
I open the .obj in meshlab and everything looks fine. The textures is linked and the UV's are the same.
I export it as .wrl with "color" and "TextCoord". (The .wrl links to the right texture when i open it with a text edit and it also contains "coordIndex" which i assume is the uv placement).
When i upload it to shapeways the texture is all wonky. It looks like it is just projected on from an axis.
I have tried so many thing but i do not know what i am doing wrong.
Am i missing something?
/Emil
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| Re: No texture coordinates in .wrl with from meshlab. [message #60363 is a reply to message #60359 ] Thu, 17 January 2013 15:28 UTC |
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This can happen as a result of two (or more) shells being boolean merged by Shapeways Mesh Medic software at upload, afaik, the solution is to boolean merge the shells before applying the UV map - NetFabb Cloud Service does a good job of boolean merging.
Paul
[Updated on: Thu, 17 January 2013 15:28 UTC]
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| Re: No texture coordinates in .wrl with from meshlab. [message #60374 is a reply to message #60359 ] Thu, 17 January 2013 22:53 UTC |
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Just select the tex coordinate option. Wrl's are weird, seems to me they will only transfer one of these, vert paint, material diffuse color or a uv texture info. I guess with you also selecting color is causing the odd projection of the texture on your model. Of course a boolean union will mess up a uv map, as Paul stated.Ruins the UV coordinate values.
Keith
Have any questions regarding Blender, and need fast answers, you are always welcome at the IRC Server Freenode, channel #blender. As a bonus, several there have experience in modelling for 3D prints.
Keith
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