I wanted to sync from blender to D5 but when it’s finished exporting, the mesh are mostly ugly.
my Textures are Pixelated and some of them have holes. (which are fine in blender it self)
I bake all the textures and then I press sync and… these happen…
@ek1 I tried What Oliver suggested but it seems didn’t work for me.
the original texture was 2K which is actually enough for blender. and so I bake it for D5 and i even choose 4k for it
I may have solved it. My mesh is too big for the 1:1 texture, hence the pixelated part. the UV islands are too small for the render to pickup all the texture data
@michaeljeremy123
hi, I am wondering what do you mean when you were saying your mesh is too big, how did you resolve it in the end?, did you remap the mesh with smaller mesh?
Did you have a problem with the display after the mapping was imported into D5? If so, you can try to adjust your UV in D5 Render. If this issue persists, it would be great if you could show us a video or screenshot about this problem.
so basically I had created a desired object in blender, a stone bridge, since I did not find an ideal way to make it natively in Rhino. I managed to get the overall form in Blender.
I reexport the file to DXF and import it to Rhino.
the one on the left is still a mesh and the one on the right is a Polysurface.
I port it to D5 , and applied Grey Rough Shale 2 onto both the object, however, I could not find a way to properly map the texture onto the object. I am still figuring out how to do it.
Hey there… i were able to solve the problem by managing the uv maps to be separated since it’s a big island object and the UV island is too small. It was a 2k texture so it is obviously pixelated in D5 unless d5 support UDIMS. I believe D5 using single UV box to cover a single mesh.
Basically if you happen to re generate the problem, better separate the meshes into smaller ones
you mean do not join the mesh into one single object by separating them?
how did you achieve it tho?
(PS : sorry I am pretty new to blender and UV mapping, so I could be asking some silly questions)
@michaeljeremy123 hi, I think I kind of get it now, I get to produce this which is close but I think it could be better.
did you “paint” your own texture onto the object? I would like to pick that up
I think mine use UV and then I scaled my texture to desired size not paint on it unless on some spots where i want 2 textures to blend together for seamless texture
Although D5 doesn’t support 2 textures at once and the problem comes when i baked it so yeah texture small and pixelated