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Changes between Version 1 and Version 2 of content/tools/BlenderTexturing


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Timestamp:
Mar 1, 2008, 6:25:09 PM (17 years ago)
Author:
FelixSchulthess
Comment:

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  • content/tools/BlenderTexturing

    v1 v2  
    88Go 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.
     10
    1011Try 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.
    1112
    1213== Unwrapping the Mesh ==
    1314
     15Before 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.
     16Inside 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.
     17Select 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.
     18
     19If 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.
     20
    1421== Modifying UV Layout ==
     22
     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.
    1524
    1625== Paint the Texture ==