![]() When I zipped the X3D file and my two image files, everything was fine and dandy in the Shapeways render and more importantly, my print. I removed the material, exported again, and made a new zip file. ![]() It took me a while to figure it out, but I also had a Material defined on the object- that apparently was hindering my image map from being included in the X3D export. To convert your file click the Upload button below and select the file to convert. When I opened the X3D file in notepad, I saw that only one of my texture maps had a "ImageTexture" line in the file. So originally when I exported to X3D, I made my zip file and I noticed the Shapeways render wasn't picking up one of my image maps (even though it was in my zip file) Most of the existing software has not been designed to handle billions of polygons, which makes the process of creating or preparing such meshes frustratingly slow or even impossible. Here's some excerpt of my notes (and some screenshots). Unlike 3D models created with CAD or modelling programmes, 3D meshes generated from reality can be huge in size and polygon count. When I exported the X3D, there wasn't an "ImageTexture" reference to my texture file for that object. ![]() This may be a big shot in the dark- but I did have an issue with X3D files and Blender when I had a Material and a Texture Map defined for the same object.
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