I need a little insight (alot really) on uv mapping and such... I'm working on changing the Lola B2k10 Porsche body to the airbox (instead of air nacelles) version. When I export the .kn5 from CM to .fbx, I can load and look at it in Blender no prob. But even if I do absolutely nothing to it and export that .fbx out of Blender to .kn5 severely breaks it, texture wise (for example the center headlight and headlights loses its transparency), and otherwise (the steering wheel flips side to side when steered instead of rotating around its axis). The export also shows many errors for missing textures (but still exports ok), this could be fixed I guess.
Is this common when using Blender on the-files-of-others? Is there a better route (through other export formats) that can avoid these problems?
So now I'm trying to leave the original model .kn5 un-touched, and add the airbox with ext-config, but man, some hoop jumpin going on to develop it. I already did a detailed version that altered the original .kn5 but abandoned it for now. I suppose just normal when learning new software (Blender) but if anyone has any insights into the above I'd be grateful!
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