3rd Party Models/Media Chat / Texturing W/O UV Mapping

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shakyshawn8151
11
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Joined: 9th Nov 2013
Location: United States
Posted: 20th Jun 2014 05:44
Hello, I am using Blender to create full building models, what I never understood was how to properly UV map, I watched countless videos of people wrapping a cube.. Either I am stupid or wrapping a cube will not teach you how to wrap a building such as this... but as you see in the image I got some textures on it... But when I export they are gone. I did not UV wrap. is there a way to export it with the textures like this? or a workaround? I'm getting pretty good at modeling. and would love to create models in exchange for someone to wrap them. I am really good at making buildings like this. this one has windows and a few rooms. not sure on the poly count tho.

This building was just a basic test, nothing special about it. also when I put it into Entity Workshop its super small. I know I have alot to learn its this UV mapping that makes me want to quit each time. I wasn't done with the model just want to see if anyone has tips before I start building my buildings, or if someone wants to texture for me in exchange for models



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Jackal
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Posted: 20th Jun 2014 20:31 Edited at: 20th Jun 2014 20:33
Use blenders smart uv project. There is no way around uv mapping. Thats what tells the model where your textures go on the model. You dont even texture your model until you have mapped it. Or your just wasting your time.

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DVader
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Posted: 20th Jun 2014 23:21
The best program I ever used for easy 3d texture mapping was Sketch up. You could photograph a building fro all sides as best you could, then easily map them to each face of your object. Even if your photo was not exactly square, it could skew the images to suit really well. However, I never found a way to export this as a proper game model. A pity as no other 3D package seems quite as easy to use for this and even basic modeling.

But yes, you have to unwrap a UV for use in any games engine, and it is not pretty The box tutorials are just to get a basic understanding of the process. Believe me, I have watched many complicated UV tuts, and find them VERY hard to follow, Blender can be confusing even for simple stuff! I think it just takes time and practice the more advanced you delve. A cube is easy to show the basics of texturing and seams, a tree is somewhat more complicated!

Making a basic UV map is easy enough. But it can take a lot more time scaling and adjusting to get more detail in the important areas. I can certainly do a tutorial on a more advanced object than a cube, but I am no expert, just an enthusiastic game maker (compelled to make games since I was about 12, before that in honesty, but had no means to do so, had to wait for the Speccy ), who tries to cover all areas as best I can!

A final tip, from one who knows from experience. Expand your UV's or you WILL have texture seam issues! By that I mean save your UV map in your 3D package, and then select it's backdrop in a paint package, invert the selection, and expand it by a few pixels. It will save you a ton of time messing around finding odd texture glitches! For some reason the standard UV maps always need to be expanded to avoid glitches, no matter what package you use. Of course, any real artists out there, can always jump in and tell me what I am doing wrong!



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shakyshawn8151
11
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Joined: 9th Nov 2013
Location: United States
Posted: 21st Jun 2014 02:20
I seem to of got the walls Wrapped and textured correctly, but is it possible to have multiple textures? the UV is to small to put,roof,floor,outside walls,inside walls etc, what I did was wrap the outside walls, then after that I put the roof separate, but when I try to add the roof, the outside wall texture removes. somewhere I remember seeing that FPSCR doesn't support multitextures, if thats the case then I guess im screwed. sorry for the typos if there are any, im in a rush atm

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henry ham
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Posted: 21st Jun 2014 02:57
if you make your texture 2048 x 2048 you should have more than enough room to fit all the textures you need for the building above.that will give you 4 x 1024 x 1024 zones on your texture sheet to lay out your uvs.

cheers henry

Jerry Tremble
GameGuru TGC Backer
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Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 21st Jun 2014 04:16 Edited at: 21st Jun 2014 04:46
Correct, Reloaded doesn\'t support multiple textures, but there is a workaround, kinda. Don\'t reference your texture in your fpe, just put all your textures in the same folder with your entity and keep them named the same as they were in blender. The .x file contains all that information. The downside of this, though, is you can\'t use the specular or normal maps. (They don't seem to work for me, anyway, never could figure out what I'm doing wrong) I\'ve been messing around with blender since Reloaded came about, but prior to that I used Ultimate Unwrap. It costs $50, but it is very good for unwrapping. Not perfect, but it also is an excellent model format converter! I\'m sticking with blender from now on though. I read somewhere in the past couple days that there is a plugin for blender that will consolidate all your textures into one. Not sure what it\'s called, if it\'s the texture atlas or what (that\'s what it\'s called in daz studio). I will look around and if I find it again, I\'ll let you know. Look for the EDIT here!





EDIT: Apparently the add-on that I read about was for an earlier version of Blender (2.4*) and is no longer functional. (Guess that's why I didn't download it!). The more I read about it today, I'm not even sure it would do what you want. I did, however, find a youtube video made by someone who has apparently figured it out:



https://www.youtube.com/watch?v=pa8ubV8YVqg





I honestly didn't understand the logic of how he did it, but in the end, it apparently worked! Good luck!





EDIT #2: I've read about those backslashes popping up after you edit a post, and you know, they're right! Never really paid any attention to it! LOL

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shakyshawn8151
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Joined: 9th Nov 2013
Location: United States
Posted: 21st Jun 2014 23:17
wow!! thanks alot jerry and henry. I'll be sure to try everything out. this is opening alot of new doors for me, as I love modeling just never understood the UV part, but now I'm getting the hang of it. and henry I'll definitely link your YT channel to mine.

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unfamillia
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 23rd Jun 2014 13:31
Shakyshawn,

If you need any sort of tutorials mate, I wouldn't mind giving you a few pointers with UV mapping. I use Blender all the time, for everything! Sculpting, modelling, Unwrapping, texturing, animating and sometimes, intro's for videos. You could say that I love Blender!

You can email me if you need any help.

Cheers

Jay.

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