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Texture facing wrong way


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#1 gchris6810   Members   -  Reputation: 207

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Posted 14 March 2014 - 03:32 PM

Hi,

 

I am trying to load a model from my custom data format but the face texture is the wrong way around (see image). As you can see all the other textures are the correct orientation but the face shows the black canvas that should be at the back of the head rather than the face. Does anyone have any idea why this could be happening? Thanks in advance for any replies.

 

EDIT: The model is exported from Blender 3D. I negated the texture V coordinate and changed the vertex input order from x, y, z to x, z, y. I am using D3D11_CULL_FRONT with FrontCounterClockwise set to false.

 

CW1sY8m.png


Edited by gchris6810, 14 March 2014 - 03:37 PM.


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#2 Buckeye   GDNet+   -  Reputation: 9569

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Posted 14 March 2014 - 05:41 PM

Can't tell from the picture: is the texture backward, or the mesh of the head? That is, is the head a separate mesh?


Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

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#3 L. Spiro   Crossbones+   -  Reputation: 19080

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Posted 14 March 2014 - 08:46 PM

I negated the texture V coordinate

That is probably your problem. It should be (1 - V).
If that is what you meant and the other textures really are all correct, the head mesh is likely backwards.
Show a screenshot with his nose covered in hair to prove otherwise.


L. Spiro

Edited by L. Spiro, 14 March 2014 - 08:49 PM.


#4 gchris6810   Members   -  Reputation: 207

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Posted 15 March 2014 - 02:56 AM

Yes the head is a separate mesh. It appears that the geometry is correctly oriented (I know because of the wire frame view) but the texture is mapped so the face is on the back of the head and the canvas is over the face geometry. I tried changing the V value from -V to (1 - V) as L. Spiro suggested but there was no difference. Any further suggestions based on this information?


Edited by gchris6810, 15 March 2014 - 02:57 AM.


#5 L. Spiro   Crossbones+   -  Reputation: 19080

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Posted 15 March 2014 - 04:15 AM

Did you apply texture-coordinate transforms in the model editor?
Did you load them and use them in your tool/viewer/happy place?


L. Spiro

#6 gchris6810   Members   -  Reputation: 207

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Posted 15 March 2014 - 04:22 AM

I got the model online. I don't know what the creator could have done to alter the UV coordinates. I didn't apply any changes to the coordinates inside the blender file exporter.



#7 L. Spiro   Crossbones+   -  Reputation: 19080

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Posted 15 March 2014 - 04:43 AM

…so check the texture matrices inside Blender and if they are not identity then you know the problem


L. Spiro

#8 Krohm   Crossbones+   -  Reputation: 3764

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Posted 17 March 2014 - 02:09 AM

I am surprised this problem only arises from the face mesh. I would start my search there and work my way up.

How is your pipeline? Are you exporting to... OBJ? Collada? I had a similar problem years ago, the filter was trying to planar-map textures but it did so in the wrong coordinate space so the texture was screwed.



#9 gchris6810   Members   -  Reputation: 207

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Posted 17 March 2014 - 11:34 AM

The source of the issue is the particular model I was using as I have tried lots of other models since then which have worked perfectly.






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