<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
	<title type="html"><![CDATA[Maratis forum - Exporting From Blender (Tips)]]></title>
	<link rel="self" href="http://forum.maratis3d.com/extern.php?action=feed&amp;tid=962&amp;type=atom"/>
	<updated>2014-03-18T02:53:16Z</updated>
	<generator>PunBB</generator>
	<id>http://forum.maratis3d.com/viewtopic.php?id=962</id>
		<entry>
			<title type="html"><![CDATA[Exporting From Blender (Tips)]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=6597#p6597"/>
			<content type="html"><![CDATA[<p>Okay, so here are some tips when exporting from blender so that you won&#039;t keep running into issues (textures not showing up or scaling incorrectly. </p><p>First check out this page on the wiki:</p><p><a href="http://wiki.maratis3d.org/index.php?title=Exporting_from_Blender">http://wiki.maratis3d.org/index.php?tit &#133; om_Blender</a></p><p>0) Make sure the maps are in the right order</p><p>1) I usually use the GLSL shading mode found in the navigation menu in Blender (Press &quot;N&quot; to bring it up. It will be under &quot;shading&quot;)</p><p>2) Make sure all of your textures are using the same UV map. If you are using a texture atlas, be sure to check a specific UV map from the drop down menu instead of just selecting UV for the map type. </p><p>3) If you have scaled any of your UV maps, make sure every UV map has the same scale. </p><p>4) If you created your map in Blender via projection painting or selecting a photo, make sure you save your map by selecting &quot;Image&quot; and then &quot;Save as image.&quot; It is best to create your project folder and save all images in the maps folder before you export the maratis mesh. </p><p>5) If you have to change the location that the mesh file references, you can edit the .mesh file with notepad. I prefer notepad ++. For tips on how to change the reference check out this post:</p><p><a href="http://forum.maratis3d.com/viewtopic.php?id=795">http://forum.maratis3d.com/viewtopic.php?id=795</a></p><p>6) Sometimes when importing from other software like Google Sketchup, the vertex normals will be messy. Using an &quot;Edge Split&quot; modifier on the mesh before exporting will help most issues.</p><p>7) I have a tutorial also in PDF format that will give you a more visual idea of what to do:</p><p><a href="http://forum.maratis3d.com/viewtopic.php?id=859">http://forum.maratis3d.com/viewtopic.php?id=859</a></p>]]></content>
			<author>
				<name><![CDATA[Tutorial Doctor]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2493</uri>
			</author>
			<updated>2014-03-18T02:53:16Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=6597#p6597</id>
		</entry>
</feed>
