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Help with blender...

by zheddo on 02/02/2008 00:25, 13 messages, last message: 02/06/2008 09:51, 1780 views, last view: 05/05/2024 00:45

Hi to all blender pros

Ive started playing around with blender not long ago, and Ive allready figured by way around pretty well using shapes...

My problem now is that Ive not really found any tutorial on how to create a texture skin for my model...

Current look of my first weapon

http://img522.imageshack.us/img522/7450/bild1qp7.png

It would be great if someone could help me out with a link or a short tutorial

thanks in advance
Zheddo aka Kipsta

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#1: ..

by smartalco on 02/02/2008 01:34

http://wiki.blender.org/index.php/Manual#Textures

that might help you, I'm not entirely sure on what you want, as I found applying textures to be a fairly simple process

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#2: TExtures

by Juliz on 02/02/2008 04:28

Hey, I've work with blender too, but I'm still being a newbie on it
You can make the thextures with the automatic textures of blender(I don't recomend you in this case)
Or just load an texture.
For that you have to create a new materia, and go to texture, and clik on add, then you clik in image, and appears a new menu that says load image, and from then you select the image and apply to the model
I hope that you have understood me cause my english it's not to good

If you don't well, I think the manual it's more useful than me lol
Bye!

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#3: ..

by zheddo on 02/02/2008 09:26

ok indeed blender wiki seems to be pretty useful. What I've been looking for is the same procedure as has been used for the sauerbraten hudguns. They usually have the model, and to it they have the skin.

As far as I know you export the 3d model into a 2d layout of all the flat areas so that you can then create a texture in, for example, photoshop.

An example for what I mean you can find in the current sauerbraten assassins edition under "sauerbraten/packages/models/hudguns/rifle/plasmamap.jpg"

now I dont exactly know if that's the way to do it, or to add the textures directly onto the model while working IN blender...

I hope you understand what I mean

thanks in advance,

Zheddo aka Kipsta

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#4: Re: ..

by geartrooper2 on 02/02/2008 12:39, refers to #3

Zheddo you are wondering about the uvmapping aspect. You can find infinite resources about this subject on the internet. But there is also the ability to add textures directly to your model. If you have uvmapped your model you can bake these textures directly onto the texture skin. You can also add ambient occlusion and normals, if need be. Unfortunately tangent normal baking is not possible in blender UNLESS you build from svn because it will be available in the next release. Whatever method you use read up on uvmapping. It is paramount in game model design.

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#5: ..

by zheddo on 02/02/2008 14:24

thanks for the help so far :) I will check that out and get myself to work :) guess it will still take me some time until you can see first results from me since I still kinda got to get some more practice on the animation part :)

anywho, just wanted to thank you for the help again

greetings Z

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#6: UV Maping

by Osbios on 02/02/2008 14:31

As far as I know you even need one UV map to export your model.
There are good video tutorials about some blender stuff. There is also one about UV mapping. In fact it is realy easy to creat the UV map after you know the right buttons. ;)

If you don't know what UV maps are have a look at this: http://static.highend3d.com/tutorialimages/248/rodax_uv_800.jpg

You just have one 2d image and then tell where the polygones are on the 2d image.

And here is a tutorial how to use UV maps in blender: http://www.ibiblio.org/bvidtute/mytut/uvtut.avi

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#7: Re: UV Maping

by smartalco on 02/02/2008 20:42, refers to #6

^although very useful, that image is creeping me out

but now I know how to do uvmapping in blender ^_^

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#8: ..

by zheddo on 02/03/2008 15:48

Thanks to all the help, here my first model :)

I know its not much yet, but Im working on it :)

http://img523.imageshack.us/img523/3969/knifepf7.jpg

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#9: ..

by makkE on 02/03/2008 20:58

Oo I can spot tons of unneccesairy polygons.. Did you sub-d it or something?

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#10: ..

by smartalco on 02/03/2008 21:22

it looks like he subdivided, then decimated... given the odd face pattern

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#11: ..

by zheddo on 02/04/2008 08:22

Yeah i did ;) but I was playing round with it a little testing the features of blender (should have said that) :P weapon models will of course have less polys, I know I know lots of polys = bad frame rate :) After all its my first model *smile*

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#12: ..

by SanHolo on 02/04/2008 14:37

Want to learn blender? Here you go:

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
(http://en.wikibooks.org/wiki/Blender_3D)

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#13: ..

by steve_e on 02/06/2008 09:51

There are a couple of ways to add an image in Blender, but if you are modelling and outputting as an MD3 you do not need to add a new material to load the image texture etc.

This is the 'quick' way that the Blender manuals/tutorials are not that clear about as they tend to be concentrating on rendering for stills/animation rather than a game environment:

1. Select the object you want to UV map
2. Change from object mode to UV Face Select mode
3. Select the face(s) that you want to UV Map
4. Open the UV/Image Editor
5. Open a new image/texture (Image/Open..)
6. Adjust the selection area of the image you wish to be mapped

If you have a sphere or cylinder etc then you will want to unwrap the UV faces before applying the image/texture(press U and select from the list).

Once you have exported the mesh as a .md3 you place your image/textures in the same folder as you .md3 and write your .cfg to reference the image/texture that each blender object refered to.

Also read:
Sauerbraten\docs\static_wiki\MD3 Export From Blender Tutorial.html

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