Lion.Kanzen Posted May 19, 2014 Report Share Posted May 19, 2014 i take this task as my learning into 3D art assets.Some body knows how texturizate this quickly , I mean not piece by piece or segment by segment (faces) Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 19, 2014 Report Share Posted May 19, 2014 There is no way to do it "quicly". What you can do is split the model into pieces and texture each of them separately. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 19, 2014 Author Report Share Posted May 19, 2014 (edited) There is no way to do it "quicly". What you can do is split the model into pieces and texture each of them separately.ok I hate do it that, thank you Edited May 19, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 19, 2014 Report Share Posted May 19, 2014 (edited) Wow, yet another 3D artist. What's the giant ball? Is it a brewery?The textures of the props you don't have to care for. They are just dummy/placeholders/ how it would look to determine the attach-/prop-points' positions. You don't export those with your building's mesh. Instead you define the props to your chosen attachpoints in the Actor XML file.Hence the props don't need texturing (if you didn't create new ones, did you?).I would assign materials (and with those some textures) to each of the mesh parts of you building, e.g. the big tank, the stairs, ... until it looks as desired.Then I would follow this baking process to generate a texture:http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake#WorkflowAfter that you can use External Autorefresh Extension with Photoshop or GIMP to improve the textures, add some details, special effects, all you wish.Then after all looks promising, export the mesh and all the prop-empties (which have to be children of the building).Export to File -> Export -> .dae (COLLADA)Give it a proper name, i.e. egypt_farmstead.dae and put it into the folder:data/mods/Aristeia/art/meshes/structural/Now we need to create an actor, use any other farmstead as template. Create it in the folder:data/mods/Aristeia/art/actors/structures/egyptians/farmstead.xml<?xml version="1.0" encoding="utf-8"?> 2 <actor version="1"> 3 <castshadow/> 4 <group> 5 <variant frequency="100" name="Base"> 6 <mesh>structural/ptol_farmstead.dae</mesh> 7 <props> 8 <prop actor="props/structures/ptolemies/farmstead_cart.xml" attachpoint="cart"/> 9 <prop actor="props/structures/decals/iber_corral_mud.xml" attachpoint="root"/> 10 </props> 11 <textures> 12 <texture file="structural/ptol_struct.png" name="baseTex"/> 13 <texture file="structural/ptol_struct_norm.png" name="normTex"/> 14 <texture file="structural/ptol_struct_spec.png" name="specTex"/> 15 <texture file="structural/ao/ptol_farmstead.png" name="aoTex"/> 16 </textures> 17 </variant> 18 </group> 19 <group> 20 <variant frequency="100" name="Idle"/> 21 <variant name="death"> 22 <props> 23 <prop actor="props/structures/ptolemies/farmstead_cart.xml" attachpoint="cart"/> 24 <prop actor="particle/destruction_smoke_small.xml" attachpoint="root"/> 25 <prop actor="particle/destruction_dust_small.xml" attachpoint="root"/> 26 <prop actor="particle/destruction_dust_small_gray.xml" attachpoint="root"/> 27 <prop actor="props/structures/decals/dirt_3x3.xml" attachpoint="root"/> 28 <prop actor="props/structures/decals/farmstead_mud.xml" attachpoint="root"/> 29 </props> 30 </variant> 31 </group> 32 <material>player_trans_ao_parallax_spec.xml</material> 33 </actor> Edited May 19, 2014 by Hephaestion 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 20, 2014 Author Report Share Posted May 20, 2014 so..WorkflowIn a 3D View window, select a mesh and enter UV/Face Select modeUnwrap the mesh objectIn a UV/Image Editor window, either create a new image or open an existing one. If your 3D view is in textured display mode, you should now see the image mapped to your mesh. Ensure that all faces are selected.In the Bake panel at the bottom of the Render menu, bake your desired type of image (Full Render etcetera.)When rendering is complete, Blender replaces the image with the Baked image.Save the image.Apply the image to the mesh as a UV texture. For displacement and normal maps, refer to Bump and Normal Maps. For full and texture bakes, refer to Textures.Refine the image using the process described below, or embellish with Texture Paint or an external image editor. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 20, 2014 Author Report Share Posted May 20, 2014 here is where I lose.Then after all looks promising, export the mesh and all the prop-empties (which have to be children of the building).Export to File -> Export -> .dae (COLLADA): Quote Link to comment Share on other sites More sharing options...
niektb Posted May 20, 2014 Report Share Posted May 20, 2014 When you have an already correct texture, all you have to do is unwrapping the UV's and locate these UV's at the correct place in the UV/Image Editor window. Finally export the model to .dae. Check the <selection only> and <include children> boxes and save. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 20, 2014 Author Report Share Posted May 20, 2014 (edited) When you have an already correct texture, all you have to do is unwrapping the UV's and locate these UV's at the correct place in the UV/Image Editor window. Finally export the model to .dae. Check the <selection only> and <include children> boxes and save.I know do that, see the fortress, the other changes when change the texture.how i can link to children? is my question Edited May 20, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 20, 2014 Report Share Posted May 20, 2014 In the tree on the right drag and drop the prop on the model icon. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 20, 2014 Author Report Share Posted May 20, 2014 (edited) In the tree on the right drag and drop the prop on the model icon.thank you Other Question, may I can textured each by each example the building for now is not a single unit(Im not talking about props)The ball with ladder is separate from main building, obviusly with same texture Edited May 20, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 20, 2014 Report Share Posted May 20, 2014 I think you just have to make sure the UV's have the same name, apart from that yes. Quote Link to comment Share on other sites More sharing options...
niektb Posted May 20, 2014 Report Share Posted May 20, 2014 (edited) You can join meshes with Ctrl + J (?) if they are separate meshes. Unconnected geometry is no problem. Edited May 20, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 20, 2014 Author Report Share Posted May 20, 2014 @miektb Previously textured? Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 20, 2014 Report Share Posted May 20, 2014 Great you solved the first issue with parenting (selecting all prop-point-empties and afterwards select the parent object, then press CTRL+P [the last selected object will be the parent!]).You can texture it and if you join it, then at least the UV maps should be joined too. Of course you can only use one texture and thus you have to make sure the locations of the different UV islands don't overlap.=> It's easier to first join (CTRL+J as niek said) and then TAB into Edit Mode (just like the workflow you recalled above): Define/Mark seams to cut the mesh into islands (not required in your case as your object already is constructed of individual islands, i.e. sets of connected vertices). Press U for Unwrap and choose an option (e.g. Follow active quads or simply normal Unwrap depending what gives better results). Now choose one vertex of one of the many islands (connected vertices) in the UV/Image Editor window. Press CTRL+L to select all connected/linked vertices. Press G to move the island where it fits best on the image texture. (repeat this and the previous step for all islands until they are spread nicely over the image texture) (optional & not recommended in general) Fine tune the individual vertices by arranging in such a way that it doesn't look distorted/unnatural. (probably the most difficult part, often it's best to keep the UV vertices in the UV/Image Editor view as is after the Unwrap otherwise it will be distorted. It's thus better to adapt the image texture to fit these UV vertices, best even export the UV map and paint the texture to fit this UV map perfectly using External Autorefresh.) 2 Quote Link to comment Share on other sites More sharing options...
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