I am new to blender. please guide me how to solve the below issue.
We have rigged avatar(.fbx) in which we have a person with shirt and trouser textures. our requirement is we need to change the shirt texture dynamically by passing image textures
we generated .glb file from the .fbx file and rendered it using babylon.js
the output of shirt texture is completely distorted. We have imported the .fbx into blender and tried to smoothen the shirt texture but was not sucessful. Please suggest how can we smoothen the shirt design and show as per the image shared.
I’d recommend sharing your .blend file if possible, or a screenshot of the material configuration if not.
The mapping of textures on an exported mesh depends on having a UV mapping. If you’re not using a UV mapping to apply the texture in Blender then the texture won’t export properly.
Also note that if you’re applying a texture dynamically to the mesh in babylon.js then you may need to open a thread on the babylon.js forums. There are might be settings that need to be given there when adding the new textures. In three.js, flipY=false would be needed in this case, but i don’t know about babylon.js.
The mesh needs to be re-meshed …it is a real mess for the textures to be proper…
I would re-topo this to get a better topology…that will allow the texture to be mapped properly…
Here is an example of what I mean…
This is a single edge loop selected “High-lighted” and you can see how it flows all over the shirt…and the texture will map to that kind of randomness…It can be helped by adding Seams but not much…
Programs such as Auto Remesher, Mesh Mixer, or Instant Meshes will help…but in this case, it really needs to be manually done to control the flow of faces…
Ran a copy quickly through Auto Remesh… You can see that with 2 edge loops selected One down the leave and one across the middle, the flow is FAR better but still not GOOD…some loops will still flow all over the shirt…
Sorry I didn’t save a copy as it was not good enough to use…The re-mesher just about destroyed the collar area…That was why I suggested Re-Topo the original shirt mesh, manually…