Author Topic: Blender Problems  (Read 2376 times)

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I currently have two problems.

1) I created my model in Milkshape, and when I ported it to blender, I cant select only ONE of the groups. I think this may have something to do with parent/children objects but I'm not sure. This is a problem when it comes to texturing because I am using a few different textures for different parts of the model. This brings me to my next problem.

2) I tried to texture my model, but the textures show up on the inside of my model, not the outside. There also seems to be a texture coordinate editor, but nothing I select shows up. All I see is the texture. I'm under UV/Image Editor.

 

Offline Rodo

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not an expert, but It might help you with the inward texture problem.
try flipping the normals of all the faces of your model, that might work but I'm not sure...
el hombre vicio...

 
yeah, that would prolly work, but i dont know how to do it in blender

 

Offline Rodo

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Go to Edit mode, select the "face select option" and press A to mark all faces.

Then press F9 and that will select the Editing option, search below the "tools" window and press this button:

el hombre vicio...

 
Thanks! that did the trick. now all i need is to figure out the texture editor/mapper

 

Offline Rodo

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this fellows might help...

basictut1
basictut2

I used those two... for better results and preventing streched textures you need to "cut" the model into several pieces so that they appear separated from each other and the UV map stays as flat as possible, to cut use "seams" (CTRL + E -> mark seam).

I've found it easier to just select different parts of the body and then join them up in vertex groups so you can select and deselect as you like, then you press "U" -> Unwrap with the faces selected and on the UV editor you'll see the faces drawn.
At this point, identify the ones that seem to be streched or smaller and try making a seam on the mesh near that and then select all again and press U, this will update the UV editor.
Repeat the process with the different zones of your model till you get a fully flat image of the hole mesh, then just select all faces and unwrap again.

I'm just doing my first model so don't feel to confiden about my advices XD

el hombre vicio...

 
alright, i'll try this :)
it would seem that the most effecent way to do this is to export single groups from milkshape to blender, them merge them in blander. is this a posability?
example:
1 ship, 3 main groups.
cockpit
hull
wings

export to 3 difrent files
cockpit.3DS
hull.3DS
wings.3Ds

import 3 files to one in blender, i now have 3 different pieces in one file. texturing is simple from there.

PS i somehow selected single groups (as was defined in milkshape with the original model) in blender, but i have no idea how i did it

 

Offline Water

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Just export to one file.

To join objects in Blender   CTRL J
To seperate faces into their own object  P (If you hit P in object mode it will go into game mode - hit ESC)

To select every face that is conected CTRL L. Use to select all the wing from just one face.

 
how do i select a single object rather than the whole thing or a single face? like, i could really use a dropdown menu of the names of the objects (even if named objct. 1, 2, 3, etc.) that alows me to select them singly does that exist?

 

Offline Water

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For objects, yes, for faces/edges/vertices, no.

See image posted by Rodo.
Change one of your  windows to type "Outliner" The Icon is at the bottom left of window.
(If it shows a lot of boxes connected by lines, then View > and turn off show Oops Schematic.)

Skip this part if you know how to add an extra window:
Right click at the join between the two windows. Choose "Split Area" move the mouse and left click.


  
alright, thanks :)