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3 Dimensional Chat / texture baking in blender

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sp3ng
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Posted: 7th May 2007 04:24 Edited at: 7th May 2007 04:32
this is a question for anyone slightly more proficient at blender than me.

i have downloaded a tutorial on texture baking in blender (attached)
and have followed it to the letter, but it will not work, saying that my mesh is not a mesh or that my mesh has no uv co-ords when it does (i am using blender v2.43)

thanks for any help

EDIT: sry here it is

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indi
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Posted: 7th May 2007 04:26
I think you missed the attachment

sp3ng
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Posted: 8th May 2007 07:39
it does pose a very interesting question as to the reliability of blenders python scripts though

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greenlig
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Posted: 8th May 2007 07:57
You don't need to do it that way.

Blender 2.43 has texture baking built in. Just make a material as you normally would, unwrap the object, then create a new image for the UV map in the UV image section of blender. If you don't understand what I'm talking about, then you might need to play round with blender a little more.

After you have a blank(black) image created for the UV map, go to the render panel, and beside the "Animate" tab there is one called "Baking". In that, press the texture bake button to bake the texture. If it says "no free image" or something like that when you press it, that means you didn't create a new image for the UV map.

With this built in version, it means you don't need to use a python script. Also, if you read the console window when blender starts up, it says that unless you have Python installed, some scripts might not run.

Hope that helped!!

Greenlig

Blender3D - GIMP - WINXP - DBPro
sp3ng
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Posted: 8th May 2007 09:08 Edited at: 8th May 2007 09:12
so do i just UV map the object, export the UV map, and then press bake?

i was using the python script version in the UV section of scripts

thanks for the help

EDIT: YEEEEEEEEESSSSSSSSS!!!!!!!!!!!! it works, thaks so much for that, its cut my texture making time in half 10 fold, (i suck at texturing and i need it to be as easy as possible) thanks again

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greenlig
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Posted: 8th May 2007 10:46
You're welcome mate.

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Van B
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Posted: 8th May 2007 11:10
Could you post a screenie please so we can see how Blender copes with texture baking?


Good guy, Good guy, Wan...
greenlig
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Posted: 9th May 2007 03:03 Edited at: 9th May 2007 03:13
Yeah sure.

Here is a simple test I just did. Please excuse the size of the image.

The opengl is from inside blender's game engine, so its legit real-time rendering.

Textures are 512x512 images, and it took about 1 second to bake each one!

I hope this is satisfactory.

Greenlig

Blender3D - GIMP - WINXP - DBPro

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sp3ng
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Posted: 9th May 2007 10:06
blenders a nice little tool once you get to know it, i found it for free and i find it much easier than milkshape

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Image All
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Posted: 9th May 2007 20:04
That's because milkshape is all manual!

I would like to know what exactly texture baking really is.. In the render, are those image files for textures or are they being calculated when performing the render?

greenlig
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Posted: 10th May 2007 02:47
The texture is generated before rendering, and totally seperate of it. It simply bakes the lighting, texture, AO, or normals, onto a UV map.

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sp3ng
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Posted: 10th May 2007 07:45
texture baking is very useful for texturing, it greates a grayscale, shaded image of the UV map which you can then use to overlay the texture, et voila! shaded model texture map.

this technique cuts the time and difficulty of texturing in half ten fold

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