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Old 06-01-18, 22:08   #321
Titak
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Ah, UV-mapped textures.
No idea.
Some say it is possible, but I haven't tried it yet.
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Old 06-01-18, 22:10   #322
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Well it is what i said I could import UVmapped object if those are .obj files.
But .mqo files dont come with their textures, i only get the geometry :/
And as I dont have the registrated software, i cant export my work into .obj files...
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Old 06-01-18, 22:51   #323
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Download 3ds max for students or blender and it should allow export to fbx/obj.
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Old 07-01-18, 00:27   #324
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I already have blender.
I was asking because of all my existing work that is saved as MQO object files...
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Old 21-01-18, 10:42   #325
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I have some suggestions for additional features:

  • Texture/Shine/Transparency to all connected faces:
    • You click on a Polygon and the current Setting (Texture, Shine etc.) is applied to all connected Polygons. This can be helpful when you have to texture an object consisting of multiple separate poly groups.
  • Improving UV import
    • It only works for perfectly planar meshes. As soon as the mesh gets more complex, the imported model becomes unrecognizable regarding the textures, no matter if it consists of quads or tris
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Old 06-06-18, 05:33   #326
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Hey guys!

Could you please suggest me a workaround for texturing a double-sided object? (Intel user here as well... )

Thanks so much!
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Old 06-06-18, 06:01   #327
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No work around except perhaps do it in meta by material name.

Have you got latest drivers?

Intel forums said they fixed this problem.

I will post link to bug report later..
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Old 06-06-18, 06:26   #328
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Yeah, just ran a scan via the Intel website and it said I already have the latest drivers.
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Old 07-06-18, 06:17   #329
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Here's link to problem I posted with Intel.

https://communities.intel.com/thread/90820
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Old 07-06-18, 18:49   #330
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Nice to see someone at Intel actually paid attention and responded to the report. I'll have to check this on my other computer which has an Intel HD GPU.
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