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View Full Version : XSI DirectX(.X) export problem


EmAr
09-20-2005, 12:42 PM
We are using the .x file format. But when I export this model from XSI the UV coordinates are messed up except some parts.
Before I started unwrapping I divided my model into pieces with the "extract polygons(delete)" command. After unwrapping, I used the "Merge" command. After that, I arranged my separate UV pieces to fit the shape of a square for stamping. Is there anything missing or wrong in my workflow? This situation doesn't happen to other models of mine. Here's a picture of the problem(the model changed very little between the screenshots but the problem is still present):
http://img330.imageshack.us/img330/5762/xprob5cr.th.jpg (http://img330.imageshack.us/my.php?image=xprob5cr.jpg)
Thanks a lot for looking /images/graemlins/grin.gif

dur23
09-20-2005, 04:36 PM
The only thing that i can think of is that somehow the uvs got rotated in either the export or the import. I would try rotating the texture ps. check all angles to see if that was it.

ElysiumGX
09-20-2005, 05:35 PM
UV's normally begin in the lower left corner in XSI. For the directX specs, it begins on the upperleft corner. Try mirroring your uv's vertically before exporting.

EmAr
09-21-2005, 04:38 AM
Thank you both a lot. Mirroring uv's vertically solved the problem.