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Changes between Version 4 and Version 5 of content/tools/BlenderTexturing


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Timestamp:
Mar 2, 2008, 11:35:39 AM (16 years ago)
Author:
FelixSchulthess
Comment:

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  • content/tools/BlenderTexturing

    v4 v5  
    66== Marking the Seams ==
    77
    8 Go into Edit mode and activate edge selection mode with Ctrl + TAB. To map the model to a 2-dimensional UV space, you will obviously have to make some cuts in you mesh. This is how you tell Blender where you want to make cuts:
     8[[Image(markseam.png, right)]]Go into Edit mode and activate edge selection mode with Ctrl + TAB. To map the model to a 2-dimensional UV space, you will obviously have to make some cuts in you mesh. This is how you tell Blender where you want to make cuts:
    99Select the appropriate edges, press Ctrl + E and select "Mark Seam". The edge will turn orange, an indication that it has become a seam. If you change your mind, select the edge again, press Ctrl + E and choose "Clear Seam" to remove this seam.
    1010
     
    1313== Unwrapping the Mesh ==
    1414
    15 Before you can start unwrapping, you will need another window. Split the 3D-View in the middle by clicking the middle mouse button at a border of the 3D-View. Select "Split" and split the window in two. Set one window type to UV Image Editor with the drop-down box on the left or with Shift + F10. You should now have a 3D-View window and an UV Image Editor Window, in which you can see the UV plane, where the UV map will be laid out.
     15[[Image(unwrap.png, right)]]Before you can start unwrapping, you will need another window. Split the 3D-View in the middle by clicking the middle mouse button at a border of the 3D-View. Select "Split" and split the window in two. Set one window type to UV Image Editor with the drop-down box on the left or with Shift + F10. You should now have a 3D-View window and an UV Image Editor Window, in which you can see the UV plane, where the UV map will be laid out.
    1616Inside the 3D-View Window hit F to toggle UV face selection (this mode is another mode like Edit mode or Object mode). Your model will most likely turn completely white, at least if you have never tried to unwrap it before.
    1717Select all faces of your model with A, hit U inside the UV window and then choose "Unwrap" to use the LSCM algorithm (Blender >= 2.42). Now you should see your unwrapped mesh in the UV window.
     
    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. 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:
     23[[Image(layout.png, right)]]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. 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:
    2424 * 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.
    2525 * 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.
     
    2727== Paint the Texture ==
    2828
    29 Now 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.
     29[[Image(texture.png, right)]]Now 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.
    3030
    31 The 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.
     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. For the beginning, do not expect too much, texturing is really hard to master. Try to make coherent texture that matches the style of your model. The aim is not to apply as many different filters as possible or make the texture extremely colorful.
     32
     33When your finished, export your texture as png- or jpg-file.
    3234
    3335== Applying Texture to Mesh ==
    3436
    35 Finished? Then go back into Blender and load your texture in the UV window with "Image" -> "Open". Back in the 3D view port, enter Object mode and set the Draw type to Textured. Hit TAB a couple of times to refresh your object. Now you should see your texture on the mesh in the 3D view port. Unfortunately, you will noct see it when rendering, because "TexFace" ist turned off by default. Change this in the material menu, so the material uses
     37[[Image(apply.png, right)]]Finished? Then go back into Blender and load your texture in the UV window with "Image" -> "Open". Back in the 3D view port, enter Object mode and set the Draw type to Textured. Hit TAB a couple of times to refresh your object. Now you should see your texture on the mesh in the 3D view port. Unfortunately, you will noct see it when rendering, because "TexFace" ist turned off by default. Change this in the material menu, so the material uses
    3638the image from the UV editor. Now you can render your mesh with your texture visible. Enjoy!