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UV diffrence between xsi and ingame

Posted: Sat Nov 02, 2013 12:50 pm
by noMatt
Hey guys i need little help on something. In xsi and in the swbf2 msh viewer, my model looks like this:
Hidden/Spoiler:
Image
and in game it looks like this:
Hidden/Spoiler:
Image
notice the uv distortion. Why is it there?

any help on that?

Re: UV diffrence between xsi and ingame

Posted: Sat Nov 02, 2013 1:50 pm
by Marth8880
Check your hierarchy in the Explorer - you probably have more than one UV set assigned.

Re: UV diffrence between xsi and ingame

Posted: Sat Nov 02, 2013 1:59 pm
by noMatt
I already checked that but i only have one set assigend thats whats confusing me.

Re: UV diffrence between xsi and ingame

Posted: Sat Nov 02, 2013 3:10 pm
by Maveritchell
I'd be willing to bet that you're tiling too far from the UV origin. Image below (not to scale):

Image

As the corners of your UVs extend farther from the origin (black dots in picture), you run a greater risk of this UV tearing you see to occur. Either split your tube up into smaller segments (and bring them in closer to the origin) or simply tile your image less (it really doesn't need to be as heavily tiled as you have it).

Re: UV diffrence between xsi and ingame

Posted: Sat Nov 02, 2013 4:13 pm
by noMatt
thanks mave thats it