Hi again! I have a little problem with texturing bullet. I modelled a bullet and saved it to .3ds. I made texture what is 128*128 size. And then I tried to watch it in mesh viewer. I saw only a flat color...
Texture is working fine in blender but when I try to load it to mesh viewer it is only flat color What the problem can be?
Problem with texturing bullet
You need to wrap it with UV map.
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Do those ellipses suggest that it is harder to do in Blender than in other modellers, or that you don't know?Vsk wrote:Yes, blender allows to do that.
Take a look at the help page or google for it.
I don't think it is to difficult.. but in blender....
In fact Blender makes it pretty easy. The main problem with people that use Blender is the fact that they don't watch/read any tutorials prior to using it. Look up the Blender video tutorials on Blender.org and watch the one on UV wrapping.
Blender does in fact make UV wrapping really easy. It may be tedious, but it is easy. (And this is coming from a programmer.) My process in UV wrapping is this: Select the faces I want to unwrap, create a new texture, unwrap the faces, then straighten out any edges out need to with pinning and slight grabbing. Next I just rotate it around to get it into the right position, scale it a bit, then make a texture/apply the texture to it. Quite simple in fact.
And if you don't know what pinning is, then I will try to explain it as simple as I can. Say you have 4 vertices in which they aren't straight at all, and you want to make them a perfect square. Well you position the 3 vertices so as to create a slight square, then pin all three of them. Next you unwrap again, and it will make you a perfect square, thus maintaining the angles in the real mesh, but making it easy for you to wrap.
I tried to keep it as concise as possible, but eh, the best thing to do is to read the Blender tutorials. I learned it, and I am just a programmer.
TheQuestion = 2B || !2B
Here are two freeware UVmapers:
UVMapper Classic
LithUnwrap v1.3 -go to download section and look for Lithunwrap.zip
I was not using UVMapper Classic but LithUnwrap is easy to use and suports 3ds files.
Your modeler should probably also support some kind of UVmapping.
UVMapper Classic
LithUnwrap v1.3 -go to download section and look for Lithunwrap.zip
I was not using UVMapper Classic but LithUnwrap is easy to use and suports 3ds files.
Your modeler should probably also support some kind of UVmapping.
I suppous you are right, and everyone say that in the long way blender is best.Halifax wrote:Do those ellipses suggest that it is harder to do in Blender than in other modellers, or that you don't know?Vsk wrote:Yes, blender allows to do that.
Take a look at the help page or google for it.
I don't think it is to difficult.. but in blender....
In fact Blender makes it pretty easy. The main problem with people that use Blender is the fact that they don't watch/read any tutorials prior to using it. Look up the Blender video tutorials on Blender.org and watch the one on UV wrapping.
Blender does in fact make UV wrapping really easy. It may be tedious, but it is easy. (And this is coming from a programmer.) My process in UV wrapping is this: Select the faces I want to unwrap, create a new texture, unwrap the faces, then straighten out any edges out need to with pinning and slight grabbing. Next I just rotate it around to get it into the right position, scale it a bit, then make a texture/apply the texture to it. Quite simple in fact.
And if you don't know what pinning is, then I will try to explain it as simple as I can. Say you have 4 vertices in which they aren't straight at all, and you want to make them a perfect square. Well you position the 3 vertices so as to create a slight square, then pin all three of them. Next you unwrap again, and it will make you a perfect square, thus maintaining the angles in the real mesh, but making it easy for you to wrap.
I tried to keep it as concise as possible, but eh, the best thing to do is to read the Blender tutorials. I learned it, and I am just a programmer.
But I will continue dislike in it cause I don't understand how in 2008 a modeller (artist work tool, (not programmer necesaraly)) has so horrible not intuitive GUI. It is seems like 1970 GUI made for a microasselmbler programmer.
I know that they can better it. (At least made look or use like it was at least from 1980 or forward ).