• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

*solved* How to export model with "mapping" in the shading tab connected to UV map in blender?

Status
Not open for further replies.
First let me say that I'm a total newb when it comes to blender so you may have to spell things out for me. I have a model with this material structure in the "shading" tab. It won't export to fbx correctly. If I bypass the blue "mapping" shown below in the screenshot by drawing a line directly from base color to uv map I get the same bad UV maps as when I try to export to fbx. Therefore I assume I need to find a way to bake that step into the UV map directly. However, I have no idea how to tell blender to do that. I can post my .blend file as needed.
1721946163222.png
 
tempimage.png

I use this simple setup with FBXes at work. Unity, p3d and other programs have no issues with reading it. Mapping node isn't even necessary for just setupping mapping in your fbx, but instead it's used for node-based geometry deforms, procedural texture effects and more advanced stuff I have little idea about.

Btw. If you're using Blender for converting something into mdl, node editor isn't even needed. You need Tw1lac's Blender addon that comes with it's own tab in Material settings, and you setup your WC3 material settings there.
 
Status
Not open for further replies.
Back
Top