Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Getting Materials to show up with .OBJ Import

A topic by Lurfleman created Jan 18, 2022 Views: 407 Replies: 4
Viewing posts 1 to 3
(1 edit)

So one of the features of PixelOver I was SUPER HYPED FOR was being able to import 3D models (which I make for reference material anyway) and animate with them. But I had a hard time getting the program to recognize whatever materials/textures my model was using.

The Model worked fine and I could give it an outline and stuff, but all of the materials would just be blank.

Fiddled around with the Materials settings in Blender until the program would recognize stuff. Ended up with this.

Just a super simple single color material, which I usually use just to help tell one part of the model apart from another. It shows up though! I think it's just the TextureCoordinate mapping, which I didn't have previously because I was using emission shaders for unrelated reasons. 


I couldn't find any tutorials or explanations on how to get Materials to show up properly in PixelOver, so I'm just throwing this poorly made example up. Hopefully it helps some people! Of note, even if the colors don't show up as you expect them to, you can always Index them and tweak them after the fact.


I'ma fiddle around with Blender's material settings when I have more time and see what else I can get it to do. Ya'll have a good day, and good luck with things!

Hi, thank you very much for sharing this workflow. And look really nice result.

However it's quite strange in the first case. It was material with colors only ? I'll try to reproduce.

they did have colors only, but they were emission shaders and weren't really mapped to the model like the ones I'm using now are.


They worked for blender, but not for anything else, basically. I had got into the habit of using them so I didn't need a light source in blender.

(1 edit)

My materials are not working neither. I've created a model with Dust3D (I think pairing Dust3D with PixelOver is a powerful combination) and in blender I'm able to see the material and texture applied ok, but in PixelOver it's all black. The model:

https://drive.google.com/drive/folders/1I5FMWqE2r3j43zJIxuBRg2p2UFjEcR26?usp=sha...



PD: Fixed! Blender was not exporting the texture, just the .obj and .mtl

Anyway I think everything will work much better when support for importing a packed format like GLTF comes.

(+1)

Yes, gltf will be supported soon (target 0.9 with rigged animation)