Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

How to get your models from Qubicle construct into unity without gaps in the UV maps.

Discussion in 'Animation' started by voxi, Dec 14, 2013.

  1. voxi

    voxi

    Joined:
    Dec 3, 2013
    Posts:
    60
    Hello,

    This tutorial will save you a lot of time, and possibly some money.

    If you have Qubicle construct, you can export OBJ files that are nice and water tight.
    Do not use the Qubicle Unity plugin, it does not export water-tight meshes.

    http://www.minddesk.com/vanilla/ind...n-models-with-qubicle-unite-in-unity-#Item_26

    You need to import the mesh into blender.

    Press Tab to put it into edit mode.
    Select an edge on the very corner of you mesh and Press Shift-G and select face angles.
    Press shift-e and mark seam.
    Select a texture for your UV map, and press the BAKE button to bake your textures to the UV map.

    That is it! You now should save your texture, and blender file.

    You are now ready to drag-and-drop the blender file onto unity.
     
  2. TrentSterling

    TrentSterling

    Joined:
    Jan 4, 2013
    Posts:
    94
    I'll give it a try, but that'll end up with some very high polygon models unless I sit there and manually combine verts. I have far too many objects to spend all day correcting UVs.

    However, as suggested in the "After Playing Minecraft" post here on the Unity boards, they suggested that I simply expand every quad so the corners overlap a small amount. This fixes the gaps, but of course, you'll be able to see the polygons poking though if you apply it too much.

    Most of my models are seen from a bit of a distance though. I think this will end up being the solution I chase. I really wish Unite wasn't closed source. Such a pain.

    EDIT: How did you get banned from the discussion??
     
  3. voxi

    voxi

    Joined:
    Dec 3, 2013
    Posts:
    60
    Hi Trent, if you do not want to manually correct the UV's you simply select edge loops that are not needed and press X-delete edge loop. That will dissolve the faces without hurting the UV map.

    Poly reduction is more of an art than a science. Play with a few different shapes, you will see how blender selects how to break things up to make the vertices match up.

    If you play your cards right you will end up with a fully UV mapped , watertight mesh.