Pixelation

Critique => 2D & 3D => Topic started by: ShoySlayer on May 22, 2009, 11:40:44 am

Title: Problem
Post by: ShoySlayer on May 22, 2009, 11:40:44 am
I saw some of the low poly graphics in madPXL's site, and i wanted to make a GBA-like device.i made the textures, but i'm having a problem adding the into blender. help?
Title: Re: Problem
Post by: questseeker on May 23, 2009, 05:03:06 pm
Please read the tutorial: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics).
Short version: finish editing the untextured model in Blender, then use a 3D View window to mark seam edges (with the edges selected, Ctrl-E (Edge Specials) -> Mark Seam) and make an UV map (U (UV Calculation) -> Unwrap or one of the other variants); use a UV/Image Editor window to see and edit the mapping. Repeat until you get the seams and the unwrapping right.

At this point you have the "skeleton" of your texture mapping; save a draft texture (UVs -> Plugins -> Save UV Face Layout...) and choose a size and a filename.
With this reference you can use Blender's builtin image editor (Image -> Texture Painting) or not (Image -> Open... and Image -> Save) to edit your texture.

As soon as you have a meaningful texture, you can use it to render your model: enable TexFace in the relevant material.
Title: Re: Problem
Post by: ShoySlayer on May 25, 2009, 06:45:33 pm
still can;t get it
 ???
Title: Re: Problem
Post by: questseeker on May 26, 2009, 04:20:07 pm
Start by posting what you have done so far and where you found yourself confused. A picture is worth a thousand words...
Title: Re: Problem
Post by: ShoySlayer on May 26, 2009, 05:42:54 pm
Well, i did get it, but i have a problem at the UV map place, picture:
(http://img39.imageshack.us/img39/1440/problem2.png)
Title: Re: Problem
Post by: questseeker on May 28, 2009, 02:28:47 pm
If, as I guess, you want square portions of the texture for each cube face, the right command is Unwrap rather than Unwrap (smart projections); the former respects the seams and tries to be conformal, the latter arranges pieces to fill the texture completely.
You can however adjust the UV mapping manually.
Note that Blender 2.45 is obsolete; the current version is 2.48a and 2.49 is almost ready.

Title: Re: Problem
Post by: Skelly on May 28, 2009, 05:57:36 pm
What are you trying to achieve? Something like this?

(http://img.photobucket.com/albums/v315/joshua_skelton/blenderscreen1.png)
Title: Re: Problem
Post by: Zerath on May 29, 2009, 11:01:14 am
I see a little thing that might save your day, I'm not sure though. Try this out first before everything else :P
(http://i43.photobucket.com/albums/e386/Zerathal/help.png)
If you see nothing, your face normals might be upside down. In that case, select everything (A is the hotkey) and press ctrl+f, and choose "flip normals".
I hope this helps.
Title: Re: Problem
Post by: ShoySlayer on May 29, 2009, 08:05:29 pm
thanks for the advice, but in blender 2.48a there is no UV face select mode, and i need some help on how to find it.
Title: Re: Problem
Post by: Skelly on May 29, 2009, 10:18:16 pm
video.google.com + "blender unwrap" yields good results.  :)
Title: Re: Problem
Post by: G_Dragon on June 07, 2009, 06:28:34 pm
The UV Unwrap mode has been merged with the Mesh Edit mode. Also, there are two ways you can view the texture. There's the way that Zerath showed you with changing the view to Textured mode, or you can press shift + T to switch to Solid Texture in Solid draw mode.