Game Development Community

Blender Textures

by William Shellman · in Artist Corner · 09/27/2007 (3:48 pm) · 23 replies

I have been practicing with the buttons in Blender, and I have a pretty good grasp on the concepts of them,
but where I run into problems is...
I open a .blend model and follow the steps to texture it. The model has 36 meshes and I place image textures on each individual one. Here's the problem.
I'm not sure weather to set the "Tex Face" button to ON, because I am using UV Mapping.
I set some of the other buttons, Ref, Raymir, Spec, depending on the mesh.
I have taken great care to follow the rules of Blender texturing and some textures do work.
But I still have problems with the levels of the buttons and the exported model in the game looks dull.
I can send the model to anyone who can help with it. I am using Blender 2.44 and Python 2.5
I cannot find tutorials on Blender 2.44. Only ones for Blender 2.34 or some other version.
Any assistance would be appreciated.
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#1
09/27/2007 (4:21 pm)
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#2
09/30/2007 (6:35 am)
Joseph! I hope I'm not too lame for asking this, but, I followed your instructions for altering the Dts_Shape.py script, and I got the model we worked on to show up in Torque, but there are still some reflection and transparency issues with it. I have been studying the manuals and tutorials for texturing and exporting models, and I am getting the hang of it, but I still have problems with the Struct error in this new model I have been working on. It is a Truck Tractor (A Semi). I have played with the Exporter material panels and still get the error. I have seperated the UV maps for the Mesh, "Frame", which was a huge UV map as 1 unwrapped UV, and made about 20 different unwraps of its composition. Unfortunately,
I accidentally unwrapped the entire mesh before I realized how enormous it was. Then I attempted to
break down the components of that mesh, and re-unwrap them individually. This worked, but I believe that the old UV map (The enormous one) is still active. I tried deleting it, and Python claimed that it was
erased, but the Struct line continues to state that it is too long to write it. Do I have too many setting for the Exporter material panel, or too many vertices in the mesh? I am trying to condense the UV maps by
overlapping them. I will send the model I am currently working on at your request. I still have the first model I sent you and still could use some help on it as well. The Exporter material panels are a little strange to me so forgive my lack of knowledge, but, what the heck does SWrap and Twrap actually stand for? They are always on in the Exporter. Also, do I need 1 mapping style, such as Bump maps only,
or can I use Bump maps and Detail maps together? I Thank you for any help you can provide.
P.S.
I realize that I posted this line of questions in the wrong thread, so please excuse me.
#3
09/30/2007 (7:30 am)
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#4
09/30/2007 (11:26 am)
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#5
10/01/2007 (5:13 am)
Thank you very much, Joseph! I am working on the solution you recommended now. I will continue after I get off work today. But I do have a couple of questions. First, you stated that Reflectance maps do not effect Enviroment maps. So I only need 1 type to make a meshes surface shiny and reflective?
I also was wondering about the Full Osa setting. What exactly does it do? And, I can make transparent textures but when I export the model, they are missing. They show up in Blender, but not in the game. I also have some problems with Decals. I have followed a tutorial I found on the subject,
but it is not working on my model. Is there another tutorial or manual on how to attach Decals to a mesh?
I am short on time right now, so I'll stop here, but I appreciate your help and advice. Thanks for the quick response to the reflectance map issues. Talk to you later!
#6
10/01/2007 (5:20 am)
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#7
10/01/2007 (5:16 pm)
Joseph! Thank you for the great information! It is beginning to clear up things for me now. I have found a great many tutorials online, and came to realize just how complex getting Blender going truely is.
So let me see if I'm on the right track. If I use the Transp. button in the Object (F9) panel, or any other button in Blender, it won't make a difference to the Exporter. Only it's buttons determine anything about the .dts file. Then the Blender buttons are just for show and tell? Just to view the changes you are making to the meshes? And I don't really know what a Superpng file is, but I do have a Photoshop Pro
Disc. It probably has any plugins needed on it. I just won't use Reflectance Maps and follow that solution. And as for Decals, it isn't actually a decal. It's an Image. So, do I simply blank out all diffuse colors, then open the texture image in the UV Image editor and continue the process of texturing a mesh? I am going to get to work on that solution you gave me now, so I'll finish with a thank you for your time and assistance, it is greatly appreciated. I'll post again after I test the solution I received.
#8
10/01/2007 (5:40 pm)
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#9
10/01/2007 (7:49 pm)
I'm sorry, Joseph. I was refering to an image texture (a photograph) of the Peterbilt logo. I imagine that I would use it the same as an image texture.
Update:
I found the solution to the Peterbilt logo issue, but I was trying to restart the model fresh because of the polycount problem, and I was wondering if I could break a mesh down to individual parts (the Peterbilt 379 Frame) and unwrap each UV map, then either just export the model or compress the UV maps. I know that probably sounds crazy. Either way, I wish to use this model in a game, so I am working with it. If you could show me an example of how you said you triangulated the poly's I would be most greatful. If there is no way to do that, then perhaps a guide of some sort on how it is done. As I stated previously, I have yet to find a tutorial on Blender 2.44. I don't understand why, but I haven't seen one for it. anywho, I hope I'm not being to much of a hardhead, but I do appreciate the help. Thank you.
#10
10/01/2007 (8:03 pm)
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#11
10/01/2007 (9:58 pm)
I attempted to export the Peterbilt model without any reflectance maps and it was pretty successful. There are some minor details that need to be worked out, a few UV's that need to be flipped, but for the most part it worked. I can't thank you enough for helping me thus far. I will continue working on the 2 models you received from me. The link you gave me, however, does not work for some reason. I can
reach the site, but when I try to download the .pdf version, it freezes up. I waited 30 minutes and it still never came up. I have downloaded many tutorials and I believe I have the Noob to Pro, but what you instructed me to do is not what the tutorial I have said to do. In fact, many of the steps you take are very
different from what I've read. The tutorials state that UV mapping must have "Tex face" on in the materials
buttons panel (F5). So if I use UV maps for my textures, I need to set the Blender Materials button "Tex face" to ON. Also the Map Input and Map to panels are claimed to be vital to exporting a texture. It is very confusing. Don't get me wrong, I understand that 90% of the Blender buttons mean nothing to the Exporter. And I realize that Blender is really only used for loading textures and creating the UV maps for the Exporter. I only wish I could have learned this earlier, then I could have figured the rest out. Anyway, I want to thank you again for all your help. I will keep practicing on the 2 models.
#12
10/02/2007 (5:18 am)
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#13
10/03/2007 (6:22 pm)
Hey Joseph! I got the reflective effects in my Peterbilt model to work the way I wanted. I need to tweak
it a bit more, but it did appear successfully. Thanks for your guidance on Blender's settings. I was just wondering though, I didn't really find what we were discussing in the thread you posted, but I do get the message that Blender is not quite complete as yet. I agree that the Exporter's GUI settings should be more or less Blender's GUI settings. It would simplify a lot of frustration with figuring out what buttons to set. The tutorials made things complicated for me because they were not really relevant to the Exporter.
They tell you to Re-name the Material, and all that. They include unwrapping the mesh and so on, but they don't say that Blender materials don't really matter. The Exporter settings are very powerful, but I still have some questions.

1. What are the SWrap and TWrap?
2. Do I still need to keep "TexFace" on? It is a Blender setting!
3. More of an example than a question:

A) I open my model in Blender and select a mesh.
B) I turn off "double-sided".
C) I turn on "TexFace".
D) I open the UV image editor.
E) I open the Texture Image that I wish to use.
F) I Switch to UV Face Select mode.
G) I Select the Linked Faces.
H) I unwrap the UV's. (I use the smart projections option)
I) I repeat the process for any and all meshes, even segments within a mesh.
J) Upon completing all the meshes, I open the Exporter and set the textures as perceived.
K) I export the finished product.

Now, I have done this with the Peterbilt model and it was pretty good. As I said, I'm still working on them. But I still have a problem with the Transparency of Windows. I have set the Transp. button to
on in nearly every instance that I see it, but I still can't seem to lock it down. I will keep trying though.
The latest export of the "Rig" was very nice and I will use it for a template. Thanks for your outstanding help and understanding. I'm learning!
#14
10/03/2007 (6:55 pm)
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#15
10/05/2007 (4:39 am)
I have searched for the Superpng plugin within my Print Shop Photo Pro program, but maybe I'm just not looking in the right place for it. I cannot find it anywhere. Where could I get a plugin for my program?
I can make a "Glass" texture image, but I can find no Alpha Channel settings for it. Where would I look for the dialog on this? I can see the Glass texture in Blender as it should be, but when I send it to the Torque Engine, it disappears. I will find and download "Gimp" today and try to just use it to make my transparent textures, but I would still like to use my Print Shop as well. Thanks for any help I can get with this problem.
#16
10/05/2007 (6:42 pm)
Joseph! Thanks for the excellent instruction! I have sucessfully finished the Peterbilt model! I do need to do some minor detailing, but for the most part, it is complete. I am working with "Gimp" now, and I like it! I have a long way to go in figuring things out in it, but I will be working all weekend on it.
I greatly appreciate your awesome insight and invaluable knowledge, and all your tremendous help in getting me on the right track with Blender. I believe I can get my models and such finished for my game now. I will be moving on to the next step of .dts file creation, "Collisions". I realize that I should be already making them for the models, as well as any "Nodes", "Animations", and the other settings the models will need to be a game object, but I was just trying to successfully "Export" a .dts shape with textures first. Now that I can do that, I can begin to study the other aspects of the .dts model creation.
I just wanted to let you know how things are going since our last conversation. I will continue to keep you updated on my progress. Again, thank you so much for your expertise and time.
#17
10/05/2007 (6:53 pm)
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#18
10/17/2007 (2:19 pm)
Hey, Joseph! I just wanted to update on the progress of the models I sent you. I would like to use the ones I have, but they are too detailed. I wanted to ask if there is any way to reduce the faces and make the poly simply larger? What I mean is, the group of faces on a polygon condensed into one face, mainly for "Cube" objects. Instead of 100 faces on a side, there will only be one face. I realize that will also reduce the shape of any extrusions, or deformaties, but for a "cube", it should work, right?
If so, then could I reduce the different meshes of the Peterbilt model and the other models. Of course, anything that I have not created from scratch will be properly addressed at the time necessary. I am only using these things as prototypes, not actual game models.
#19
10/17/2007 (2:36 pm)
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#20
10/18/2007 (4:06 am)
Thanks, Joseph! I will try the Poly Reducer. I will contact the owners of these models and get their permission to use their designs as a template. Meanwhile, I wanted to inform you of the broken link
www.blendernation.com/2007/01/15/retopology-tool-and-video/ . I believe I can figure it out for myself, but I would still like to know the actual steps to perform. Anyway, thanks for the helpful instructions.
If you like, I could send you the current .dts files I have made from the 2 models, and maybe you can tell me what I'm still not getting right. They are about 85% complete, but I imagine that the poly count is still too high on most of the meshes. I am continuing to work on them vigilantly. Thank you for your vital teachings.
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