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Changes between Version 7 and Version 8 of content/tools/BlenderTexturing


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Timestamp:
Apr 6, 2009, 8:40:54 PM (15 years ago)
Author:
FelixSchulthess
Comment:

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  • content/tools/BlenderTexturing

    v7 v8  
    11= Texturing With Blender =
     2
     3''Checked: 16. Apr 2009 by [wiki:FelixSchulthess Felix]''
    24
    35This tutorial shows how to apply texture coordinates to a mesh. Your model should be finished. All unnecessary vertices should be merged. Every future modification of your model will destroy the texture coordinates of
     
    68== Marking the Seams ==
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    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:
    9 Select 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.
     10[[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 your mesh. These are the seams. This is how you tell Blender where you want to make seams:
     11Select 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 and make the edge a "normal" edge again.
    1012
    11 Try to find a good balance for the number of seams: many seams will reduce the deformation of the faces a lot (which is good) but it can be quite tricky to create a texture for it, because you will end up with a lot of small parts of your texture (which is bad). However, it is always a good idea, to make seams where the model has natural borders. You could separate an aircraft or spaceship into wings, engines, weeapons, cockpit, gear and hull, for example.
     13Try to find a good balance for the number of seams: many seams will reduce the deformation of the faces a lot (which is good) but it can be quite tricky to create a texture for it, because you will end up with a lot of small inslands of your texture (which is bad). However, it is always a good idea, to make seams where the model has natural borders. You could separate an aircraft or spaceship into wings, engines, weapons, cockpit, gear and hull, for example. Depending on the complexity of your model, you might end up with 5 to 15 separate islands on your UV texture.
    1214
    1315== Unwrapping the Mesh ==
    1416
    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.
    16 Inside 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.
     17[[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 horizontal border of the 3D-View. Select "Split" to  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.
     18Inside the 3D-View Window, select your model and make sure, you are in Edit Mode. Switch to face selection mode by hitting CTRL + TAB and choosing faces. You are now ready to unwrap your mesh.
     19
    1720Select 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.
    1821
    19 If you have a very complex mesh, it may be better to unwrap your model in several small steps. Select only the faces, you want to unwrap instead of all. When you are finished, ensure that you really unwrapped all faces.
     22'''Note:''' If you have a very complex mesh, it may be better to unwrap your model in several small steps. Select only the faces, you want to unwrap instead of all. When you are finished, ensure that you really unwrapped all faces. This can be achieved by selecting all faces in Edit Mode and checking in the UV Image Editor, that there are no faces (quads or triangles) that occupy the complete light gray texture area (because this is the default setting).
     23
     24'''Note 2:''' In Blender 2.45, the unwrapping has changed drastically. A complete mode for the 3d View called UV Face Select Mode was dropped. The selection of faces to unwrap was from then on made in Edit Mode. If you can still activate the UV Face Select Mode with F, then I suggest, that you upgrade to the newest version of Blender.
    2025
    2126== Modifying UV Layout ==
     
    3136The 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.
    3237
    33 When your finished, export your texture as png- or jpg-file.
     38When your finished, export your texture as tga- or jpg-file.
    3439
    3540== Applying Texture to Mesh ==
    3641
    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 not see it when rendering, because "!TexFace" ist turned off by default. Change this in the material menu, so the material uses
    38 the image from the UV editor. Now you can render your mesh with your texture visible. Enjoy!
     42[[Image(apply.png, right)]]Finished? Then go back into Blender and load your texture in the UV window. First, select you model, enter Edit Mode and select all faces, they appear in the UV Image Editor. Now you can load your texture 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 not see it when rendering, because "!TexFace" ist turned off by default. Change this in the material menu, so the material uses the image from the UV editor. Now you can render your mesh with your texture visible. Enjoy!
     43
     44If you wonder, how to export your model from Blender so that it can be loaded into Ogre, then continue reading [wiki:BlenderExport Object Export with Blender].