Lately I’ve been faced with a problem probably ridiculously simple to solve, but I can’t quite solve it; I’ve created a custom mesh of a gear in Blender, which I can’t show you here, I can only put one image in a post (I’m a newbie).
Then I imported it into the jmonkey sdk and converted it from a .blend to a .j3o file, and the gear, quite impressively, shows up when I run my project. However, I seem to be suffering from some lack of knowledge about this procedure, because my gear’s texture (wood) only shows on a select few faces, and the rest of the gear is simply brown:
However, in blender, the uv map appears correct, and the gear looks fine. (in case you ask, I have tried using normal textures instead of the uv map, it doesn’t make a difference)
…And I can’t see anything disastrously wrong with my code:
Material wood = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
Texture woodtex = assetManager.loadTexture(new TextureKey("Textures/wood-texture.jpg",false));
woodtex.setWrap(Texture.WrapMode.Repeat);
wood.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
wood.setTexture("ColorMap", woodtex);
gear.setMaterial(wood);
rootNode.attachChild(gear);```
To summarize, my gear won't texture properly, and I'm not sure why. :sleepy:
Any help is greatly appreciated.