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

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.
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Oct 16, 2021
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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.
 
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