I do not understand this. I am working with skeletal meshes from a game. When I work with them in 3ds they export fine as psk, import fine into UDK, and then import fine back into the original game but when I use Blender (2.68a) and export as psk, part or all of the mesh takes on a ruinous texture that renders the model unusable in the game. I have no texture settings made to get Blender to alter or bake any textures that I’ve seen or can see. If I take the Blender psk and import it into 3ds, de-skin it and re-skin it, the borked texture remains aftewards upon import into UDK. It causes any textures that get applied to the model to be ruined. Can anyone identify where this texture is deriving from in Blender? Where do I check? All I do is alter the mesh itself, I do not do anything with textures so I do not understand why Blender is doing this.
This is a screenshot of a head model imported directly from a Blender psk into UDK (Unreal Development Kit). The face is fine for some reason but the rest of the head has a bizarre texture burned into it and I cannot get rid of it.
Now it’s even worse. I took the same model and re-exported it from Blender as a psk with nothing changed. I literally only opened the blend file and exported as psk without changing or touching anything and now when it imports into UDK all except the eyes are borked:
Normals? When I look at normals in Blender they all are pointing outward as they should. I would think that if the normals were off then when rendered in game there would be blank/invisible segments but what I get is the above “texture” underlaying the actual texture, ruining it. Basically a skin texture applied to the model with the swirly texture on it looks like the bark of a tree. The swirls show through the actual textures, darkening the texture.
I cannot find anything anywhere in Blender that suggests a texture is being applied somewhere, nor can I find anything indicating that a texture is being “baked in”. If opened in UDK or 3ds there is nothing there (no listing of materials or textures) to suggest where the effect is coming from. If I look at normals in UDK or 3ds they also look perfectly correct.
Here’s the blender file. I’d REALLY appreciate someone being able to identify the problem. I am being forced to use 3ds where I would much prefer to use Blender because Blender is SO much faster, more responsive, and even intuitive. What would take me only 20 or 30 minutes in Blender to accomplish takes me hours (or days) to get done in 3ds, if at all. I really need this issue resolved. http://www.mediafire.com/download/0mx0g32mc766i33/EVA-EDI-head-edit.blend
If i select all -> Remove double , 194 vertices are removed on that head, so there are a lot of doubled vertice there, not sure if it’s something you really want to have.
I noticed the 1st material of the list “pskmat0” that has the texture “HMF_HED_PROLash_Opac_M01_128x128.dds” assigned to it is a material that is assigned to every faces of your head model, and if this texture is supposed to be about eye lashes, that’s very wrong.
I noticed that the other material are not assigned to a single face of that head. I guess that’s another very wrong thing due to the texture name assigned to the 2nd material “HMF_HED_PROEDIc_Scalp_Diff_1024x1024.dds” that scalp seems to hint at it supposed to be used for the head.
I don’t know where you got that head model, but those material assignement seems very wrong to me if i trust the texture names, leading then very likely the model having those badly assigned texture once exported in another engine
Thank you Sanctuary. How do I go about fixing the texture issue? I don’t want any textures assigned at all. In Blender I’ve tried removing all the textures/images in the UV/Image Editor window for each UV map. In the Material tab/window on the right I’ve tried removing all images/textures and delinking them/resetting them to default (default blender texture). Nothing I’ve done so far has had any effect on the results. I keep getting the bizarre texture burned into the mesh when I export it (into psk or obj file).
As far as i can see, the materials is not removed completly, at least not in the file you have uploaded. you have to press the “-” sign to the right of the materials to remove the materials completly.
When doing a remove double, press F6 and increase a bit the distance, because there are still several doubled vertices left from what i see (the creases despite it’s smooth display are a giveaway of split vertices/edges).
Additionally your materials are still in your blend, maybe that’s a factor playing in your exporter trouble.
Select each of them and SHIFT+Click on the X for each :
This will add a “0” user next to the material in the material list, they will be completely deleted once you save that blend and reload it.
Remember to click on the - button as rally86 mentionned too
To remove a texture definitively , hold SHIFT and press the X in the texture panel
To remove a material definitively , do the same but of course in the material panel. In the material list you’ll see a " 0 " before the name of the material
The save your blend.
When loading it next time, the material and texture you removed with the SHIFT+click will not appear anymore.
The seams are not a problem yet. This mesh is a work in progress combining parts of two character (head) meshes into a single. I have been editing the vertices and filling in but didn’t want to get too far before checking to see if I was going to have this (now familiar to me) texture issue. I’ve run into it before. The seams are the boundaries to the different UV maps as well. I have to leave them or it will totally wreck the mesh for use in the Unreal game.
Thanks for the help so far. I’ll give the suggestions a go and hope the mysterious swirly texture disappears.
Well, the issue appears to have absolutely nothing to do with any texture assignment in Blender by the user. I started from scratch and didn’t do anything at all with any textures. I just imported the meshes, did some vertex editing, exported the mesh as psk and opened it in UDK and this is the result: the entire head is borked except the eyelashes. It is totally unusable and impossible to fix.
What happens when you export this file?
Edit: Or this,which is first you posted with UVs intact and material placeholders. Last file you posted has damaged UV information.
The first one wont export as a psk. It fails at the end with a long string of errors. The second exports fine but is the same as before, except that only the eyes are properly untextured.
This is maddening and insane. How and why is Blender doing ANYTHING permanent with textures and the model? No matter what format I export it as, no matter what I do with it in 3ds (like remove the skin and reskin it) the invisible and unchangeable texture remains. Starting from a fresh mesh import and not doing ANYTHING with textures whatsoever still results in the same weird texture.
If put next to psk file format description, there are just material names and empty blocks assigned by blender. Nothing pointing to any texture (if zero index does not point somewhere of course).
What else is interesting on this web page, it mentions that Blender can be used to ONLY LOOK at the file - no modifications can be done using it. I might assume that is due to UV handling: Blender seems to be limited here, compared to what could be held in a psk.
Well, it doesn’t only affect psks. I have exported fbx and obj with the same results. My normal operation would be to import a psk into blender, edit the mesh and save a copy as a blend file. When finished export as psk and import that into 3ds Max to do a quick rebone and reskin because blender wrecks both on export, particularly skin weighting. I generally avoid doing mesh edits in 3ds because it is so slow and cumbersome but at least it exports perfect psks.
I would tend to think that software used after blender is confused by empty material blocks blender had written there. And just pulls out something, which you then see as this blue topping.
tbh, i have zero experience with this, no environment, no working examples to see what’s correct, what’s inside.
Skin weighting can be messed up like UVs were in the last file you posted. As soon as you add (probably- delete) some vertices that does not hold together anymore. Same goes to weights - now there are extra or missing vertices, their indices might have been changed and due to how psk uses vertice info all goes haywire. Again - just an assumption.
This bizarre texture or material is being applied even if I do nothing but move vertices (UVs stay intact and the model actually works in the game fine except for texturing where the underlying mystery texture/material shows through). All I have to do is import a psk and then immediately export it again without doing anything to it and the texture appears. It isn’t listed anywhere in the file but is there whether it is exported as an OBJ or FBX file. Nothing I do in 3ds removes it or changes it and I cannot find any reference to it at all in 3ds either (let alone in Blender). UDK has a mesh editor inside it and it doesn’t list anything to indicate a texture or material but it renders the model with this texture. If I take the same psk model original and pass one through Blender and then into UDK, texture is there but if I take the exact same psk and import it into 3ds and export it (or edit it and export it) there is no bizarre texture.
In Blender I have tried changing diff and specular in various ways to eliminate or change the texture/material in UDK but nothing I’ve done has any effect whatsoever.
I gave a try to make some test blends, attached to that post
On your head model i did the following :
got rid definitively (shift + the X button as mentionned before) of every single materials you had and got rid of all the broken UV lists
merged by removing doubles all the odd floating parts, but kept separated meshes for eyes - skull - tongue - mouth - whatever else.
remade the UV (in a quick and simple way as it’s a test), as they were completely broken on your edited file
i removed the armatures and the modifiers, it’s a test so no point in having them for this
In test516.blend , you have 0 material and so 0 texture, but there’s an UV
In test517.blend , you have 1 material and its corresponding texture, Untitled.001.png
Give a try in your UDK with a psk export of both tests blend .
For test517.blend, the Untitled.001.png must be in the same folder as it, so give 2 tests :
with the texture in the same folder as the model
with the texture in a different folder (then as if there was none but still a material).
In those 3 tests, is one of them affected or unaffected by your odd blue veiny texture ?
Thanks to everyone who responded. The issue appears to be screwed up UV maps. It appears to be a bug in Blender that effects exporting files to psk, obj, and fbx. In my blend files I have good UV maps but when I export many or all (variable) of the UV maps get lost or screwed up so neither 3ds nor UDK can use them. I’m trying now to create seams for all the UV map subcomponents and hope that this prevents Blender from screwing up the maps upon export. The weird “texture” is the result of UDK taking the screwed up/combined UVs in a Blender psk (or fbx) export and overlaying them all on top of each other. The correct checkerboard pattern that UDK would normally apply to untextured UV map segments are all blended together and…the swirly pattern is the result. In the game, when the actual textures are applied to the model the screwed up portion gets ALL the textures applied overtop of each other with the bizarre (and horrifying) results - it looks like a horror movie monster rather than a human character.