Howdy, I'm using 3DF zephyr steam edition and I've exported a textured mesh (with normals) to a .obj + .mtl + four texture files. My goal is to associated the normals exported in this way with their corresponding points in their respective composite texture files. The method I'd envisioned for doing this was to use the triangular faces in the obj file to associate normal vertices with texture vertices.
I've read up on how the texture coordinates are formatted in .obj files, but what I think I've learned doesn't line up with reality. For instance:
- I've found that most texture vertex values will be between 0 and 1, which I can simply scale up the dimensions by multiplying by appropriate dimensions of the texture files. The problem with this is that many of the faces are HUGE if I use this method, but since I have 324k faces, I'd expect each one to be very small.
- I've learned that texture vertex values above one or below zero mean that the face is wrapped across multiple tiled instances of the texture, this should be impossible for the same reason above.
My question is: how should I interpret the texture vertex values if I want to find their corresponding points in the composite texture images? I know I need to use the faces to associate a vertex with a particular texture, but beyond that I've become lost.
If you need more information to make sense of my question, please ask. I also made a stackoverflow post which has more (probably too much) detail: https://stackoverflow.com/questions/...normal-mapping
Thanks for taking a look at this!
I've read up on how the texture coordinates are formatted in .obj files, but what I think I've learned doesn't line up with reality. For instance:
- I've found that most texture vertex values will be between 0 and 1, which I can simply scale up the dimensions by multiplying by appropriate dimensions of the texture files. The problem with this is that many of the faces are HUGE if I use this method, but since I have 324k faces, I'd expect each one to be very small.
- I've learned that texture vertex values above one or below zero mean that the face is wrapped across multiple tiled instances of the texture, this should be impossible for the same reason above.
My question is: how should I interpret the texture vertex values if I want to find their corresponding points in the composite texture images? I know I need to use the faces to associate a vertex with a particular texture, but beyond that I've become lost.
If you need more information to make sense of my question, please ask. I also made a stackoverflow post which has more (probably too much) detail: https://stackoverflow.com/questions/...normal-mapping
Thanks for taking a look at this!
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