[DiscordArchive] I've got most things working with trying to do just a basic model import except for that little prob
[DiscordArchive] I've got most things working with trying to do just a basic model import except for that little prob
![[Image: unknown.png?ex=690c319e&is=690ae01e&hm=d...41b811a26&]](https://cdn.discordapp.com/attachments/415944535718494208/1006614563996844093/unknown.png?ex=690c319e&is=690ae01e&hm=d83f2cd8a67410870242285deaed158e9bbef78f16317f486af5cf041b811a26&)
Archived author: Alo? • Posted: 2022-08-09T17:26:54.246000+00:00
Original source
I've got most things working with trying to do just a basic model import except for that little problem with textures on the hat. Everything else looks fine, but the L is a bit off. In blender it shows fine, but loading in game it looks like this. Trying to modify the UV maps at all screws up the whole texture in game, even parts I don't modify at all, so I'm a bit confused on what the problem is, anyone ever encounter this?
![[Image: unknown.png?ex=690c319e&is=690ae01e&hm=d...41b811a26&]](https://cdn.discordapp.com/attachments/415944535718494208/1006614563996844093/unknown.png?ex=690c319e&is=690ae01e&hm=d83f2cd8a67410870242285deaed158e9bbef78f16317f486af5cf041b811a26&)
![[Image: unknown.png?ex=690c3269&is=690ae0e9&hm=3...92e2861cd&]](https://cdn.discordapp.com/attachments/415944535718494208/1006615417839689789/unknown.png?ex=690c3269&is=690ae0e9&hm=32d13262b3faf1ce718fcedd2a6e46be26d76dd06b6949fd660e2e792e2861cd&)
Archived author: Alo? • Posted: 2022-08-09T17:30:17.852000+00:00
Original source
Modifying ONLY the hat's UV maps makes the whole model like this for some reason
![[Image: unknown.png?ex=690c3269&is=690ae0e9&hm=3...92e2861cd&]](https://cdn.discordapp.com/attachments/415944535718494208/1006615417839689789/unknown.png?ex=690c3269&is=690ae0e9&hm=32d13262b3faf1ce718fcedd2a6e46be26d76dd06b6949fd660e2e792e2861cd&)
Archived author: A2 • Posted: 2022-08-09T17:31:04.775000+00:00
Original source
```python
import bpy, bmesh
context = bpy.context
obj = context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
old_seams = [e for e in bm.edges if e.seam]
for e in old_seams:
e.seam = False
bpy.ops.uv.seams_from_islands()
seams = [e for e in bm.edges if e.seam]
bmesh.ops.split_edges(bm, edges=seams)
for e in old_seams:
e.seam = True
bmesh.update_edit_mesh(me)
```
split mesh by uv isles
Archived author: Alo? • Posted: 2022-08-09T17:32:39.848000+00:00
Original source
Oh wait sorry I think I fixed it
Archived author: Alo? • Posted: 2022-08-09T17:33:00.096000+00:00
Original source
Modifying the UV of one part only works, sorry to disturb