Loaded B3D animated model is white
-
- Posts: 105
- Joined: Mon Jun 02, 2014 2:32 am
- Location: Washington, D.C.
- Contact:
Loaded B3D animated model is white
Hello!
I just completed a Blender tutorial here:
http://wiki.blender.org/index.php/Doc:2 ... .Animation
And, in the previous one (http://wiki.blender.org/index.php/Doc:2 ... rbread_Man), I used Blender's built-in Materials editor to texture the model.
When I load this model inside of Irrlicht, though, it animates just fine, but the model and ground are completely white.
Am I missing something? If so, could someone please give me some direction on how to proceed?
Thank you!
I just completed a Blender tutorial here:
http://wiki.blender.org/index.php/Doc:2 ... .Animation
And, in the previous one (http://wiki.blender.org/index.php/Doc:2 ... rbread_Man), I used Blender's built-in Materials editor to texture the model.
When I load this model inside of Irrlicht, though, it animates just fine, but the model and ground are completely white.
Am I missing something? If so, could someone please give me some direction on how to proceed?
Thank you!
My blog: http://fsgdp.wordpress.com "The Free Software Game Development Pipeline"
Re: Loaded B3D animated model is white
Do you use uv-texturing? Also please post the model and all the data it needs (aka textures) if you need help with it. We can't do any testing without that.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Loaded B3D animated model is white
It looks as if it uses procedural texturing.
-
- Posts: 105
- Joined: Mon Jun 02, 2014 2:32 am
- Location: Washington, D.C.
- Contact:
Re: Loaded B3D animated model is white
@CuteAlien
I'll happily post the model... is there a way I can upload it here, or do I have to go find a 3rd party file-sharing service?
I'll happily post the model... is there a way I can upload it here, or do I have to go find a 3rd party file-sharing service?
My blog: http://fsgdp.wordpress.com "The Free Software Game Development Pipeline"
Re: Loaded B3D animated model is white
We have no uploads here. So if you have no own webserver you have to use some 3rd party service.
But if you didn't use uv-texturing then that's the reason - for realtime 3d you need those.
But if you didn't use uv-texturing then that's the reason - for realtime 3d you need those.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
-
- Posts: 105
- Joined: Mon Jun 02, 2014 2:32 am
- Location: Washington, D.C.
- Contact:
Re: Loaded B3D animated model is white
@CuteAlien
I see.
Here's a link to the file:
https://github.com/sunnystormy/BlenderArt
It should be the only ".b3d" file there.
Please let me know if mongoose's theory is correct.
I see.
Here's a link to the file:
https://github.com/sunnystormy/BlenderArt
It should be the only ".b3d" file there.
Please let me know if mongoose's theory is correct.
My blog: http://fsgdp.wordpress.com "The Free Software Game Development Pipeline"
Re: Loaded B3D animated model is white
@SunnyStormy
Is there any way you can post the .blend file you used? Blender can't import .b3d files.
Is there any way you can post the .blend file you used? Blender can't import .b3d files.
-
- Posts: 105
- Joined: Mon Jun 02, 2014 2:32 am
- Location: Washington, D.C.
- Contact:
Re: Loaded B3D animated model is white
@Alopex
Done.
Please let me know if I'm missing something.
Done.
Please let me know if I'm missing something.
My blog: http://fsgdp.wordpress.com "The Free Software Game Development Pipeline"
Re: Loaded B3D animated model is white
You're using procedural textures. You need to unwrap the mesh into a UV map, create a texture that matches the UV map, then go to texture and import the texture as an image.
This is a little advanced, but a great tutorial.
http://dev.metaio.com/content-creation/ ... n-blender/
If you follow what it says, you can bake the textures you have to a UV map, creating your texture image with minimal effort.
Edit: I can walk you through it, if need be. For reference, what version of Blender are you using?
This is a little advanced, but a great tutorial.
http://dev.metaio.com/content-creation/ ... n-blender/
If you follow what it says, you can bake the textures you have to a UV map, creating your texture image with minimal effort.
Edit: I can walk you through it, if need be. For reference, what version of Blender are you using?
-
- Posts: 105
- Joined: Mon Jun 02, 2014 2:32 am
- Location: Washington, D.C.
- Contact:
Re: Loaded B3D animated model is white
@Alopex
O_o
I'm using 2.75.
I'll probably need some hand-holding while I process all of this information.
O_o
I'm using 2.75.
I'll probably need some hand-holding while I process all of this information.
My blog: http://fsgdp.wordpress.com "The Free Software Game Development Pipeline"
Re: Loaded B3D animated model is white
@sunnystormy
Sorry about that. It is good that you use 2.75, though, as that is the version I am dabbling with right now. I'll try to explain everything from scratch. Your textures won't appear in irrlicht unless: a) your mesh has a UV map, and b)your mesh is linked to an appropriate external texture file. Or, at least, that's how I understand it.
A UV map is a two dimensional representation of a three dimensional object. When you make a texture in Gimp or whatever and apply it to a model, the UV map determines what colors go where on the 3D model.
The first thing you need to do is right click the main portion of your model (the gingerbread man's body), go over to your properties editor, click on the data tab (the one that looks like a triangle with three visible vertices), go down to "UV maps" and click the "+" sign beside it. Doing so will create a new UV map for the object selected; the UV Map will, by default, be called "UV Map".
After you make a UV map for the main body, click on the buttons on the gingerbread man's chest to select them and deselect the main body. Then use "Shift + RMB" to select the mouth and eyes. After you have them all selected, press Ctrl+J to join them into a single mesh. This will not affect the appearance of the image. Create a UV map for the buttons/mouth/eyes object as well.
Once you're done with that let me know.
Sorry about that. It is good that you use 2.75, though, as that is the version I am dabbling with right now. I'll try to explain everything from scratch. Your textures won't appear in irrlicht unless: a) your mesh has a UV map, and b)your mesh is linked to an appropriate external texture file. Or, at least, that's how I understand it.
A UV map is a two dimensional representation of a three dimensional object. When you make a texture in Gimp or whatever and apply it to a model, the UV map determines what colors go where on the 3D model.
The first thing you need to do is right click the main portion of your model (the gingerbread man's body), go over to your properties editor, click on the data tab (the one that looks like a triangle with three visible vertices), go down to "UV maps" and click the "+" sign beside it. Doing so will create a new UV map for the object selected; the UV Map will, by default, be called "UV Map".
After you make a UV map for the main body, click on the buttons on the gingerbread man's chest to select them and deselect the main body. Then use "Shift + RMB" to select the mouth and eyes. After you have them all selected, press Ctrl+J to join them into a single mesh. This will not affect the appearance of the image. Create a UV map for the buttons/mouth/eyes object as well.
Once you're done with that let me know.
-
- Posts: 105
- Joined: Mon Jun 02, 2014 2:32 am
- Location: Washington, D.C.
- Contact:
Re: Loaded B3D animated model is white
@Alopex
Done. Please let me know what I need to do next.
Done. Please let me know what I need to do next.
My blog: http://fsgdp.wordpress.com "The Free Software Game Development Pipeline"
Re: Loaded B3D animated model is white
@sunnystormy
Right click at the top of your screen to split the screen, creating a new menu opposite from your properties menu. Click on the button in the bottom left corner and set the menu to "UV / Image Editor".
Right click at the top of your screen to split the screen, creating a new menu opposite from your properties menu. Click on the button in the bottom left corner and set the menu to "UV / Image Editor".
-
- Posts: 105
- Joined: Mon Jun 02, 2014 2:32 am
- Location: Washington, D.C.
- Contact:
Re: Loaded B3D animated model is white
@Alopex
That seems simple enough.
Would it be too much to ask for some more instructions beyond that step? I don't want to bloat the forums with too much back and forth.
That seems simple enough.
Would it be too much to ask for some more instructions beyond that step? I don't want to bloat the forums with too much back and forth.
My blog: http://fsgdp.wordpress.com "The Free Software Game Development Pipeline"
Re: Loaded B3D animated model is white
Yes, sorry. Oh, and before you do anything, add a "sun" lamp to your scene and place it right above your character's head. From Here:
1. Click on "Image" on the "UV/Image editor. Select "New Image". Set the size of the image to something like 512 X 512. Select either blank or UV Grid for the image type.
2. Select your main body object. Press tab to switch to edit mode. Press "a" to select all vertices. Press "u" to bring up unwrap options. To keep things simple select Smart UV Project. You should see a UV Map appear in the "UV/Image editor".
3. Go to your properties menu and click on the button with the camera. Scroll to the bottom of the editor and you should see "bake". Click to reveal baking options. Set bake mode to "textures" and click "Bake". You should see your texture appear in the "Image/UV editor". I'm having a slight problem here, though, where only the base color is getting baked to the UV texture. If you want to play around a little bit with lighting and occlusion, you can try baking the "full render" to your UV texture.
4. Click on "Image". Go to "Save as". Save your texture (preferably in the same folder that you intend to export your .b3d file to) and then go to the properties menu, under texture, remove the procedural textures and add a new texture (as an image). Click on the folder symbol right below that to import a texture. Select the texture you just saved.
5. Repeat steps 1-4 with your other object, then export to .b3d format.
1. Click on "Image" on the "UV/Image editor. Select "New Image". Set the size of the image to something like 512 X 512. Select either blank or UV Grid for the image type.
2. Select your main body object. Press tab to switch to edit mode. Press "a" to select all vertices. Press "u" to bring up unwrap options. To keep things simple select Smart UV Project. You should see a UV Map appear in the "UV/Image editor".
3. Go to your properties menu and click on the button with the camera. Scroll to the bottom of the editor and you should see "bake". Click to reveal baking options. Set bake mode to "textures" and click "Bake". You should see your texture appear in the "Image/UV editor". I'm having a slight problem here, though, where only the base color is getting baked to the UV texture. If you want to play around a little bit with lighting and occlusion, you can try baking the "full render" to your UV texture.
4. Click on "Image". Go to "Save as". Save your texture (preferably in the same folder that you intend to export your .b3d file to) and then go to the properties menu, under texture, remove the procedural textures and add a new texture (as an image). Click on the folder symbol right below that to import a texture. Select the texture you just saved.
5. Repeat steps 1-4 with your other object, then export to .b3d format.