Mecabricks vs Blender uv Mapping not the same
B1Trash started this discussion in Parts and Decorations Design

Hi, I'm working on some arm textures, and I'm running into some difficulties. I've got the arm to my liking in Blender, but when I upload the texture to Mecabricks some of the lines are wonky. Then if I export the part and open it in Blender again, the lines are straight. I'm not sure what's different between the two, but I can't figure it out. Anyhow, if anyone has run into this problem before, please let me know how you handled it.

Do you think it would be better to prioritize straight lines for the Mecabricks viewer or the Blender export?

Here's a link to the model in my library:
https://www.mecabricks.com/en/models/eDa5g👨Yjzg

Here's a picture of the issue at hand:

Mecabricks is on the left and Blender is on the right. Again, these are the same model.
https://live.staticflickr.com/65535/50700941356_e46528b4bb_h.jpgmecabricks vs blender by B1Trash, on Flickr

3 replies · Page 1 of 1

I should probably add that I'm using the uv3 map in order to get the shoulder pauldron to be able to properly wrap around the top and sides.

Avatar of Scrubs
Administrator

Thanks for report. I am not too sure for now. It looks like the two engines are using a different interpolation. Please keep your model public. I'll check that when I have so time.

Thanks for the response Scrubs... I went ahead and redid the texture with the uv2 map, and I'll submit the decoration with that one. I'll leave the Work in Progress per your request as well.

If it's helpful, here's some of the system info report I generated from Blender... I can send you the full text if you want it.

= Blender 2.90.1 System Information =

Blender:

version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: 3e85bb34d0d7, type: Release
build date: 2020-09-23, 08:36:20
platform: Windows

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