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3 Dimensional Chat / First Model in Blender

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Benji
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Posted: 13th Oct 2007 10:51
Ok, I'll try some more complex models.

You're right 5Louiz! Ambient occlusion really makes a difference. Thanks.

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Benji
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Posted: 13th Oct 2007 22:56
A bow!



The texture is a little weird..

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Benji
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Posted: 13th Oct 2007 23:32
An arrow!



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Deathead
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Posted: 14th Oct 2007 01:00 Edited at: 14th Oct 2007 01:01
Not bad. But the bow needs a handle as it looks quite bare look at my Bow.

See the bulge on the right thats where the person holds the bow. And yes I have no wire to fling the arrow. Edit: Yes its very cartoony. I made it like that.

-Go onto the forums its nice! Join now!
Benji
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Posted: 14th Oct 2007 02:08 Edited at: 14th Oct 2007 02:10
Yeah, I see what you mean. Would you mind telling me what me what method you used to create it? I extruded from a cube, and then modified it by hand. I'm also using level one sub-surfing.

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Benji
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Posted: 14th Oct 2007 02:25
I added a handle. Do you think the texture should be different from the rest of the bow?



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Benji
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Posted: 14th Oct 2007 03:15
A shield:



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Benji
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Posted: 14th Oct 2007 05:04 Edited at: 14th Oct 2007 05:07
How do you UV map textures? The shield texture is stretched.

Also, I have no idea how to properly map a texture for an object. Sure, I can load a generic texture and apply it to an object, but I can't make it so that, for example, if I wanted a lion on the front of the shield texture, where would I draw it onto the image?

Edit:

Oops, sorry for all the posts in a row.

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AndrewT
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Posted: 14th Oct 2007 06:43
Okay, so if I'm correct, you want to know how to make a UV map for your object?

Well, Blender isn't working for me, so I'll try and do this from memory.

1. Split your viewport into two windows. Change one of the, from '3D View' to 'UV/Image Editor'.

2. Now, go into UV/Face Select Mode. If you select a face, you'll notice it appears on the UV Editor. In order to unwrap your model, you're going to want to select each part of your model (for instance, the face, arms, legs, etc. if it's a human) and seperate them. To do this, select the faces of a part of your model, go into the UV Editor, press 'A' to select the faces, and then press 'G' to move it onto another area. Keep on doing this with different parts of your model into it's seperate into a bunch of different pieces.

3. Now, in the UV Editor, click on 'UV->Scripts->Save UV Layout' and select a path and save. This will save your UV Map.

4. Open the UV map in an image editor and create the texture according to the UV Map.

5. Go back to Blender. Select all faces in the viewport. Click 'Image', and load a new image, the image you just created.

6. Go to the material buttons and select 'Texface'. Render it, and you should see your textured object.

Ok, well I hope this helped. Odds are it didn't, because I'm bad at explaining things, but hopefully I've at least helped a little.

asdsdfaghkdlgahdfkj.
Benji
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Posted: 14th Oct 2007 06:57
I got everything, except I don't know how to change it to UV/select face mode. I only know how to do plain face selections, so when I select a face, it doesn't show up in the UV\image editor.

Sorry Blender isn't working for you, I read your thread about it. Weird.

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AndrewT
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Posted: 14th Oct 2007 07:18
I got it to work

Anyways, as far as 'UV Face Select' mode goes, this should help:



asdsdfaghkdlgahdfkj.

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Benji
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Posted: 14th Oct 2007 07:25 Edited at: 14th Oct 2007 07:33
Thanks, I got that open. but now, when I select only one face, it highlights the whole UV tex. Here's what I mean. I just added in a blender monkey and took a screen:



There are a few faces that, when I select them, they only highlight half the UV texture.

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AndrewT
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Posted: 14th Oct 2007 07:38
Okay, I knew I was missing something.

Now that I have blender running it'll be easier.

Instead of selecting faces in UV Face Select Mode, go into Edit Mode. Before you do anything, try to imagine how many pieces you want to seperate your model into. For instance, it looks like you're texturing the blender monkey head, so you may want one piece to be the face and one to be the back of the head. Go into edge-select mode and select the edges that border the are you're trying to seperate. For example, if I was trying to seperate the face from the rest of the head, I would habe these edges selected:




Then, press 'Ctrl-E' and select 'Mark Seam'. A thicker orange line should appear around the face. Now, go back to the UV Image Editor. Make sure you're in UV Face Select Mode. Press 'U' and select 'Unwrap'. This should appear:



See the tiny monkey Face at the bottom?? That's the part you unwrapped! Select it by dragging a box around it by pressing 'B' and press 'S' to make it bigger.

Now, obviously, there's more to it than that, but I hope I've helped. I've got to go to bed, but if you still need help tomorrow I'll gladly post some more.

Good luck, and good night!

asdsdfaghkdlgahdfkj.
Benji
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Posted: 14th Oct 2007 10:51
Thanks it works!

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Shadow heart
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Posted: 14th Oct 2007 11:49
whoa kool =]

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AndrewT
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Posted: 14th Oct 2007 19:31
Glad it worked for you, Benji!

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Benji
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Posted: 15th Oct 2007 08:35 Edited at: 15th Oct 2007 09:20
If only I could draw.

Edit:

The shield with a cheesy texture I made:



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Penfold
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Posted: 15th Oct 2007 10:34
btw: the supports on the shield are going the wrong way they need to go from left to right (for right handed fighters) or right to left for left handed. at the moment they are going up or down so when holding the shield it would be at a 90 deg angle to where you want it. (find an old action figure,and make hima cardboard shield if you can't figure out what I mean).

'Ooh 'eck chief'...'crumbs'
AndrewT
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Posted: 15th Oct 2007 22:36
Oh ya, Penfolds right. Didn't notice that. Btw, the texture's pretty good for a first, my first was like putting black dots on a cube.

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Benji
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Posted: 15th Oct 2007 22:40
Quote: "btw: the supports on the shield are going the wrong way they need to go from left to right (for right handed fighters) or right to left for left handed. at the moment they are going up or down so when holding the shield it would be at a 90 deg angle to where you want it. (find an old action figure,and make hima cardboard shield if you can't figure out what I mean).
"


Oops, how did I miss that? I'll fix it.

Quote: "Btw, the texture's pretty good for a first, my first was like putting black dots on a cube.
"


Lol. Yeah, but mine's really basic, and it's using effect filters. I have no idea how you make realistic textures. Do you have to draw it pixel by pixel?

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AndrewT
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Posted: 15th Oct 2007 23:07
Quote: " Do you have to draw it pixel by pixel?"


Nooo. Here's how I usually do it...

First, decide what material you want it to be made of; wood, metal, plastic, etc. obviously, most textures will be composed of more than one material, but for starters, just try one.

Then, start your texture with a base color ( i.e. for wood you would have brown, metal you might have silver, etc.). Add some noise and grain to make it look a little more realistic, then add some wear by making some parts brighter and some darker. Then add some scratches and what not with custom brushes, before long you'll have some realistic textures! Just a tip, whenever your using the paint/airbrush tool, always do it on a new layer so you can change the effect of it throughout the process.

asdsdfaghkdlgahdfkj.
Benji
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Posted: 15th Oct 2007 23:35 Edited at: 15th Oct 2007 23:37
Woohoo! My first texture!




Coarse rock.

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AndrewT
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Posted: 15th Oct 2007 23:39
Not bad, but you could do with a little less noise. Also, try blurring the noise a bit to get a softer look.

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Image All
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Posted: 16th Oct 2007 00:18 Edited at: 16th Oct 2007 00:20
And then use it as a bumpmap on an almost solid-grey layer, but the gray layer should have a bit of color variation--large-sized and just a slight change in value, and even hue.

Actually what I would do is take a grey layer with some color variation (variations were made with high-detail clouds on a stretched scale) and use the color variation clouds to bumpmap it for major details, then used blurred noise as a slight bumpmap for a little more detail. You could even displace the blurred noise by the color variation clouds.

Insanity Complex
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Posted: 16th Oct 2007 02:44
A realistic looking rock texture technique using alpha map and directional lighting in Photoshop:

http://photoshopcafe.com/tutorials/rock/rock.htm


Benji
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Posted: 16th Oct 2007 04:12 Edited at: 16th Oct 2007 04:17
Yes I know the trigger is missing :



Crit welcomed.

Quote: "And then use it as a bumpmap on an almost solid-grey layer, but the gray layer should have a bit of color variation--large-sized and just a slight change in value, and even hue.

Actually what I would do is take a grey layer with some color variation (variations were made with high-detail clouds on a stretched scale) and use the color variation clouds to bumpmap it for major details, then used blurred noise as a slight bumpmap for a little more detail. You could even displace the blurred noise by the color variation clouds.

"


Hmmm...I made that tex in Paint.Net, and when I try to blur the noise, it makes the image look lower quality. What are you using?

Quote: "A realistic looking rock texture technique using alpha map and directional lighting in Photoshop:

http://photoshopcafe.com/tutorials/rock/rock.htm
"


I don't have PhotoShop, but I could copy the method. Thanks.

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Image All
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Posted: 16th Oct 2007 05:17
I'm using GIMP, better than Paint.Net if you ask me, and more compatible.

Benji
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Posted: 16th Oct 2007 05:20
I have Gimp too. I just got it yesterday.

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Benji
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Posted: 16th Oct 2007 08:08 Edited at: 16th Oct 2007 08:21
A pistol I'm working on, it's still boxy:



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Benji
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Posted: 16th Oct 2007 10:48 Edited at: 16th Oct 2007 10:57
A newer version!





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Alucard94
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Posted: 16th Oct 2007 15:48
Pretty nice, just misses a few extra details

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??
AndrewT
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Posted: 16th Oct 2007 22:16 Edited at: 16th Oct 2007 22:16
You're getting better, no doubt about it. But alucard's right; your gun could use a little detail. Try looking at some references on google to get and idea of what you need.

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Benji
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Posted: 16th Oct 2007 23:23 Edited at: 16th Oct 2007 23:24
Thanks, it's a lot more fun modelling complex models. I added a little more detail. The thing is it's too hard to see the details well in a side-reference image, so I have no idea if I'm doing things correctly:



Yeah, it still looks plain, I'm just not sure what to add.

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AndrewT
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Posted: 16th Oct 2007 23:26
Ya, I get what your saying. The gun is looking much better now! I'm not sure if you're gonna texture it, but a good texture will fix the fact that it looks plain.

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Benji
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Posted: 16th Oct 2007 23:28 Edited at: 16th Oct 2007 23:30
I tried texturing it by editing the reference image and pasting it onto the UV map, but the shapes are too different. So I'll have to make my own (if I can).

Edit:

is there a way to UV map more than one limb(object, or whatever you call them) onto one image?

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AndrewT
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Posted: 16th Oct 2007 23:42
Unfortunately, no; not that I know of, at least.

However, there is something you can do.

Unwrap each object individually and place it outside of the UVMap on the UV Editor. Then, combine the objects using [ctrl-j] and go into the UV Editor. Select all faces in the 3d viewport, then place them wherever you want in the editor.

Hope that helped, if not, tell me what you're having trouble with and I'll see if I can help.

asdsdfaghkdlgahdfkj.
Benji
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Posted: 17th Oct 2007 00:37 Edited at: 17th Oct 2007 00:37
Thanks, I'll try it later. Right now I've got some homework to do.

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Benji
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Posted: 17th Oct 2007 09:12 Edited at: 17th Oct 2007 09:15
I almost completed an M16 sniper!!! I like how it's turning out.



The front needs a LOT of work, I just started it.

Reference image:

http://www.defensereview.com/stories/m16clinic/M16%20Clinic_SNIPER1-CB.jpg

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Benji
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Posted: 17th Oct 2007 23:45
A new version:





Any comments?

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AndrewT
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Posted: 18th Oct 2007 00:12
I like it! Only real problems I see is that the body of the gun is a little flat, it could use some detail. But other than that, it's nice!

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Benji
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Posted: 18th Oct 2007 01:43 Edited at: 18th Oct 2007 01:43
Oops, I forgot about editing the z coordinate.

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Benji
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Posted: 19th Oct 2007 00:52
How do you apply normal maps in Blender?

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AndrewT
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Posted: 19th Oct 2007 01:00
1. Press [F6] to go into the textures panel.

2. For texture type, choose 'Image'. Load up your normal map.

3. Go into the material buttons. If you've already uv-mapped your object, go into 'Map Input' and select 'UV'.

4. In 'Map To', deselect 'Col' and select 'Nor'. Move the 'Nor' slider to change the power of the normal map.

Hope that helped.

asdsdfaghkdlgahdfkj.
hessiess
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Posted: 19th Oct 2007 01:00 Edited at: 19th Oct 2007 01:01
Quote: "How do you apply normal maps in Blender?"




learn blender, you will never regret it.

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Deathead
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Posted: 19th Oct 2007 01:01
First off make a normal map... Crazy bump google it.
Pick the texture you want and then crazy bump it.
Load it up in blender then it should have a button called normal map. Then your done...........................................
Or...
You can go to the material options and click on Map to then Nor and then there is a slider saying "nor" Drag it till your image looks good.

AndrewT
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Posted: 19th Oct 2007 02:18
Both Hessiess and Deathead forgot to tell you to select UV in map input; make sure you do that so that the normal map aligns with your texture.

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Benji
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Posted: 19th Oct 2007 02:40 Edited at: 19th Oct 2007 02:40
Thanks all of you! It works great!

Just to let you know Deathead, in the license for Crazy Bump, it says you can't use it past the twentieth of this month. Past then is illegal.

edit:

Quote: "Both Hessiess and Deathead forgot to tell you to select UV in map input; make sure you do that so that the normal map aligns with your texture.
"


Yeah, I made sure.

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Deathead
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Posted: 19th Oct 2007 10:19
Quote: "Both Hessiess and Deathead forgot to tell you to select UV in map input; make sure you do that so that the normal map aligns with your texture."

He wanted to know how to make it a normal mapped object. Not anything else.

AndrewT
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Posted: 19th Oct 2007 14:04
I know, I'm not saying you're wrong, deathead, I'm just saying that normal mapping an object without having uv mapped it is almost totally useless. It's only really useful if your normal map is just noise and nothing else.

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Reality Forgotten
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Posted: 21st Oct 2007 12:26 Edited at: 21st Oct 2007 13:21
I spy, I spy, I spy....a great tutorial

http://rodgreen.com/?p=18

here is a video tutorial for adding normals in blender

http://realityforgotten.com/video/blendernormals.wmv

once you have completed this tutorial you then merge the two images and then export it. I normally place an "_N" at the end of the image name. then go in to blender select the texture panel and add new/image and then select your new normal map, now do everything that hessiess says to do in the post above (the one with the image) and adjust the strength (nor value) also if you click the "norm" once it will turn it white, making everything an outie and if select it again it turns it yellow making it an innie..


Cheers,
Dave


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