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When exporting UV maps from Blender, the origin is in the bottom-left corner, opposite Minecraft's origin in the top-left, resulting in a vertically flipped texture. It would be really helpful if FOML supported an option to flip the V coordinate to correct for this.
From what I can tell you could either iterate through the texture coordinates after loading the model in OBJBuilder and set v = 1 - v, or you could store whether to flip the axis and flip them when baking the model.
The text was updated successfully, but these errors were encountered:
When exporting UV maps from Blender, the origin is in the bottom-left corner, opposite Minecraft's origin in the top-left, resulting in a vertically flipped texture. It would be really helpful if FOML supported an option to flip the V coordinate to correct for this.
From what I can tell you could either iterate through the texture coordinates after loading the model in
OBJBuilder
and setv = 1 - v
, or you could store whether to flip the axis and flip them when baking the model.The text was updated successfully, but these errors were encountered: