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Changes between Version 2 and Version 3 of content/tools/BlenderTexturing


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Timestamp:
Mar 1, 2008, 6:47:11 PM (16 years ago)
Author:
FelixSchulthess
Comment:

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  • content/tools/BlenderTexturing

    v2 v3  
    2121== Modifying UV Layout ==
    2222
    23 Right now, your UV face layout looks probably pretty weird. Your next step will be to optimize the layout. Try to   use the full UV space, that is available and reduce deformations as much as possible.
     23Right now, your UV face layout looks probably pretty weird. Your next step will be to optimize the layout. Try to   use the full UV space, that is available and reduce deformations as much as possible. The layout out behaves pretty much like objects in Edit mode: the parts can be dragged, scaled and rotated. Two other useful functions are the following:
     24 * Align/Weld: Use this function to align a group of vertices in 1 or 2 dimensions. Select the group of vertices and hit W. This can be useful to beautify parts, that have been deformed by the unwrapping process.
     25 * Pin/Unpin: You can pin vertices with P. These vertices will be left untouched by the unwrapper. Using this, you can unwrap a part of the mesh, pin the vertices that have been unwrapped without too much deformations and then unwrap the same faces again to improve the accuracy of the shape. Vertices can be unpinned with P.
    2426
    2527== Paint the Texture ==
    2628
     29Now that you have laid out the UV map, it is time to create a cool texture for it. First, export the UV face layout from Blender as a tga-file by selecting "UV" -> "Scripts" -> "Save UV face layout" in the UV window. Ensure, the dimension of your texture is a power of 2.
     30
     31The tga-file is the pattern for you texture. Open it with your favorite 2d graphic editor and start painting. The pattern can be used as background image. When your finished, export your texture as png- or jpg-file. Sounds easy, but what is written here in a few lines can easily take ten hours.
     32
    2733== Apply Texture to Mesh ==