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#1 Old 8th Feb 2026 at 10:23 PM
Default How to set materials for rabbit hole?
I'm struggling for couple of days now and I just can't do it
I read every issue and tutorial even went as far as to recover deleted images from older tutorials to understand it better so to say I'm desperate at this point
My question is how to set the materials so textures are not stretched, too small, too big or placed on the model incorrectly and I would love if someone would show me their materials properties as an example while explaining how does it even work
I'm leaving my tsrw file with 3d model Milkshape file and texture images if someone wants to give it a try
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Attached files:
File Type: rar  Rabbithole.rar (20.86 MB, 6 downloads)
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Original Poster
#2 Old 8th Feb 2026 at 10:28 PM
And screenshots from the game
Screenshots
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#3 Old 11th Feb 2026 at 10:41 PM
Quote: Originally posted by WaniszCantVanish
And screenshots from the game


Hi Wanisz, couple questions so I can help-

- did you mesh and UV unwrap this object yourself or is it a conversion?
- Is it your first object for TS3?
- What shader are you using on the object? Phong? Landmark? Rabbithole high detail etc?
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#4 Old 12th Feb 2026 at 10:06 AM
Someone more knowledgeable would be able to help better, but unless I'm mistaken the problem is that the UV of some of the parts (like the stained glass windows) extend beyond the 0-1 UV area. What that means in Blender is that the texture for that part will be tiled/repeat. Hence why it looks fine in Blender. I'm not sure if there is an option in TSRW to do this. If I were personally converting this, I'd probably just scale the UV down and tile the texture myself. You'd lose quality doing that, but I'm not really sure how else you'd achieve that look.
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#5 Old 12th Feb 2026 at 2:19 PM
Quote: Originally posted by londonsimblr
Hi Wanisz, couple questions so I can help-

- did you mesh and UV unwrap this object yourself or is it a conversion?
- Is it your first object for TS3?
- What shader are you using on the object? Phong? Landmark? Rabbithole high detail etc?


-It's a conversion from Wuthering Waves
-I'm mostly familiar with with creating clothes and non functional objects like seawalls
-I want to use landmark and building windows unless it's more reccomended to use rabbithole detail instead

as to @bomaye question
I think I should also mention that most of the textures are 1024x1024 I tried not to touch uv too much although I needed to add some faces to doors for them to look ok when they open so I think there might be uv overlapping but I'm not sure if it's an issue for TSRW
I gave an example of doors as this uv don't go outside of that uv square area but some groups like walls and pillars do go outside of uv square a lot ;___;
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#6 Old 13th Feb 2026 at 1:34 AM
Quote: Originally posted by WaniszCantVanish
-It's a conversion from Wuthering Waves
-I'm mostly familiar with with creating clothes and non functional objects like seawalls
-I want to use landmark and building windows unless it's more reccomended to use rabbithole detail instead

as to @bomaye question
I think I should also mention that most of the textures are 1024x1024 I tried not to touch uv too much although I needed to add some faces to doors for them to look ok when they open so I think there might be uv overlapping but I'm not sure if it's an issue for TSRW
I gave an example of doors as this uv don't go outside of that uv square area but some groups like walls and pillars do go outside of uv square a lot ;___;


I just exported it and checked the UV in Blender. For some reason, the UV for the door and the wings above the door were both mirrored on the x-axis and rotated a full 180 from where they originally were. I'm not sure how that happened, but that's why they look weird.

The texture size doesn't matter. If the UV extends beyond the 0-1 area, in Blender it will tile, but outside of Blender in TSRW and TS3 it will just stretch wildly. Beyond that, any changes you make to the UV need to be re-baked to take effect. I can't open your Blender file in my old version of Blender, but if the UV looks right there and everything is lining up correctly, I'd:

-Resize all parts that are extending out of the 0-1 area so that they fit within it. This might require some rextexturing to get it to work well with the Wuthering Wave's original textures, which assume Blender-like tiling will happen.
-Re-bake all UVs that you edit.
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#7 Old 15th Feb 2026 at 10:42 PM
Quote: Originally posted by WaniszCantVanish
-It's a conversion from Wuthering Waves
-I'm mostly familiar with with creating clothes and non functional objects like seawalls
-I want to use landmark and building windows unless it's more reccomended to use rabbithole detail instead

as to @bomaye question
I think I should also mention that most of the textures are 1024x1024 I tried not to touch uv too much although I needed to add some faces to doors for them to look ok when they open so I think there might be uv overlapping but I'm not sure if it's an issue for TSRW
I gave an example of doors as this uv don't go outside of that uv square area but some groups like walls and pillars do go outside of uv square a lot ;___;


Hi Wanisz, UV overlapping is absolutely fine. Yep use landmark, rabbithole is a headache and rabbithole mostly looks the same. On those groups where you have textures going outside of the UV bounds, resize them so that they fit inside the UV bounds. This will of course make the bricks/whatever you are using look too big on the model - but we'll fix that in TSRW. Write down the number that you resized by (view last action on view menus) - you're then going to set the tiling values for that material in TSRW as the "opposite". For example, if you resized your wall UVs by 0.5 (in Blender), make the tiling 2,2 in TSRW.

If it still looks wrong in game after that, it means your UVScales aren't right in TSRW, that's more complicated to fix but I can guide you through it
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#8 Old 25th Feb 2026 at 6:06 PM
Thank you everyone! Most of the groups work correctly now
First of all remember to flip Y coordinates second I decided to remesh and rebake textures it's the easiest and works perfectly, third I don't really understand how one part of the group can be correct while other parts of the same group have messed up uv
Any idea how to fix this one?
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Original Poster
#9 Old 26th Feb 2026 at 1:13 PM
Nevermind
I fixed it by exporting the messed up uv from tsrw and fixing it by hand in blender, the problem was flipped uv, but I would love to know if there's an easier way to fix it as pillars are still messed up even tho I tried fixing them
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Original Poster
#10 Old 28th Feb 2026 at 2:25 PM
ok I need more help
This time the problem is that when I fixed the pillars, roof and the window above the door this window is getting messed up then I tried fixing it and then pillars and window is getting messed up (best part being that upper part is correct while down is incorrect, but when I fixed it and pillars messed up window upper part is messed up and low os correct)
I tried using newer version of TSRW and it refused to import files with wso or obj extension because of group 7 (window above the door!)
any ideas?
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Original Poster
#11 Old 5th Mar 2026 at 3:37 PM
I have everything figured out but for some reason no matter how much I assigned bones to the doors those will not open no matter what
Does anyone may have an idea what went wrong?
I definitely put my doors into different group than the original doors, could that have something to do with it?
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