*This is because with colored vertices the amount of detail is tied to the amount of points, whereas with image textures, the texture is always the same resolution so it preserves it's details no matter the mesh's resolution. To use them with a different rendering engine you'll have to connect the textures manually. This is how Blender imports them by default. If the textures aren't showing up just make sure you're using the Blender render engine and that you're in the texture view. Now we can import these into Blender (make sure your import extension for obj files is on) and they should work import automatically. For the picture set, just count which it is from 0. So what we can do is once we created our surface model with image textures ( Colorization Type should say Textures), instead of exporting it, note down it's path in our project tree. We know the program saves everything as it creates it to the project directory and it can correctly make and read textured models from there so the files in the project folder must be fine, the bug occurs only when a model is exported. I personally did not care about them so I didn't really investigate further, but the solution is embarrassingly simple if I would have thought about it more than two seconds. In the video I mentioned one way to get around it, and that is to use colored vertices, but as was pointed out to me, this creates much fuzzier textures at equal resolutions whereas an image texture will retain it's detail no matter the resolution of the model. The developer is aware of it and it should get fixed eventually, but in the meantime, a viewer sent me an email with a better workaround so I thought I'd go over it. If you saw my previous post/video about scanning objects into 3d models you'll know the current version of the program I used, Regard3D, has a bug with exporting objects with image textures.
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