Texture mapping for Irrlicht in Blender

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Murphy
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Texture mapping for Irrlicht in Blender

Post by Murphy »

Thought I'd give a quick overview of the process I've been using to do texture mapping in Blender for Irrlicht. It's not that hard or anything, but Blender's interface can be

Getting started:
  1. In the 3D view, switch the mode from Object Mode to UV Face Select
  2. Make sure all faces are selected (by pressing A until you can see all faces outlined)
  3. Switch to a UV/Image Editor window (Shift-F10)
  4. From the Image menu, load a texture image
  5. Switch back to 3D view (Shift-F5)
  6. Make sure you have textured view turned on (so you can see what it looks like!)
  7. You can now press U and select a starting mapping if you want
Doing the mapping:
  • You can select faces by right-clicking (select multiple by holding shift)
  • The UV/Image Editor window will "unwrap" the selected faces
You can also have more than one image per mesh by selecting the face and loading a different image in the UV/Image Editor window.

As an added tip -- Blender makes material names with spaces in them, which can cause problems with loaders of various formats (including DirectX). The exporters should strip the spaces or rename the materials or something, but not all do (the DirectX exporter, for example). So, you're best off editing material names in Blender to not have spaces in them. You can also fix files by hand in a text editor for some formats. For example an .x file which would cause problems:

Code: Select all

...
      Material Material 0 {
        1.000000; 1.000000; 1.000000;1.000000;;
...
Simply change "Material 0" to "Material0" and re-save to fix it.
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