Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Rodo on August 02, 2009, 01:33:32 pm

Title: help with blender UV..someone??
Post by: Rodo on August 02, 2009, 01:33:32 pm
Hi! I'm new to modeling so don't kill me if I don't understand what you reply.. but I'll make my best effort to understand you.

Ok, here's the deal...so I was uv mapping- texturing my model and.. well I split the model into various sections just like many tutorials recommended, but I guess I did it too much because after the 8th uv texture the "Add new texture" button disappeared :shaking:

some people think it's better to see than to tell.. well I'm one of those, here's a pic, notice there's no button on top of the uv-texture list  :(

(http://img197.imageshack.us/img197/5862/wtfqup.jpg)

so I want to know, is this some kind of newby mistake I'm making (god I hope I don't have to start all over again!) and if there is an easy way to save my ass from this problem?
Title: Re: help with blender UV..someone??
Post by: Water on August 02, 2009, 07:44:11 pm
Use just one UV layer for most models.

The reason for multiple UV layers is to provide complex textures. FreeSpace can only support one UV layer currently.

I think the tutorial you have is the wrong one. Do you have a link for it? and are you using tiled textures?
Title: Re: help with blender UV..someone??
Post by: Rodo on August 02, 2009, 09:15:51 pm
tnks for the reply!

I'm using this wiki entry (http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions) as a guide.

and this tutorial (http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions) also, but it's on spanish...

So I should just place all the model in a single uv texture right?, that I get it, but every time I try to add big chunks of the model in the uv-map window they just show... that weird cube thing, like if the faces were overlaping, this is where I need to subdivide de model into different parts and then import them with the best fitting option like using "project" or "cilinder"?

mmm I'm not so sure about what is a tiled texture, I'm just editing images with gimp and adding them.
Title: Re: help with blender UV..someone??
Post by: Water on August 03, 2009, 12:19:08 am
and this tutorial (http://www.hard-light.net/wiki/index.php/Blender_to_POF_Conversions) also, but it's on spanish...

Heh, that's the wiki link also  ;)
Title: Re: help with blender UV..someone??
Post by: Vasudan Admiral on August 03, 2009, 04:06:02 am
Oh dear, I hadn't even noticed that the wiki could be interpreted as 'using multiple UVs will allow you to use multiple textures'. Whoops. :\
Title: Re: help with blender UV..someone??
Post by: Rodo on August 03, 2009, 05:58:05 am
yes, seems like it did not copy the url correctly, I'll fix this in a couple of hours when I get back from work.

the wiki is quite good VA, actually it helped me a lot to figure out how to do the overall work, it was lacking some newby questions like.. knowing the order of the steps to do E.G: what should I do first?? UV map the detail0 or make turrets, and other minor things like... where do I put the detail1? in the same layer than detail0? and the turrets?? should I also use a layer or place them right over the hull of detail0? those where (and some still are for me) some tricky questions I had to figure out on my own.

And for more details on how to do stuff in blender, well it would be apreciated but then that wiki article will become a little heavier and not so to the point, besides help on blender functions can be found elsewhere.

Title: Re: help with blender UV..someone??
Post by: Rodo on August 03, 2009, 12:23:30 pm
ok, here's (http://www.malefico3d.org/viejos-tutoriales/UVmap.html) the actual tut I was looking at.

I'll try adding all the faces in the same uv texture and see what happens.
Title: Re: help with blender UV..someone??
Post by: Water on August 03, 2009, 03:17:14 pm
If possible do a search for Blender seams. It's a way of marking the model into parts, so that when you hit unwrap, it automatically separates in into parts. All the parts stay in one UV layer.

If a part unwraps badly with lots of distortion, then change the seams for that part and unwrap again. You can work on one piece at a time. When you are happy with all of them , unwrap all at the same time.

For animation set the unwrapper to "angle based" for mechinical "conformal" is better.