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| How to skin obj models on this site for use in EditWorld (ET:QW) | << Previous thread | Next thread >> | ||
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| Vio |
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![]() ![]() Registered Member #2 Posts: 16 | Open your model up in Blender (for arguments sake lets assume its a simple cube) Right click in the line splitting the 3d window and the toolbar and select 'Split Area' - [ image disabled ] Drag the vertical line to the middle and click. You should now have two panels in the 3d view - [ image disabled ] In the left hand panel select 'UV Face Select' from the Mode dropdown (EDIT: for Blender 2.46, select Edit Mode instead (much better IMHO, and you can actually have textured edit mode yay!), and in the right hand panel select 'UV Image Editor' for the Window Type - [ image disabled ] Make sure that nothing is selected in the left hand panel (press a until nothing is selected). Now you need to select the image file to use for your texturing. This should be a standard tga file with the 'usual' powers of 2 dimensions (e.g. 512x512). In the right hand panel, press Alt-O (or click Image -> Open) and browse for the tga file. [ image disabled ] Now nothing will appear to happen :) In the left hand panel select one of the triangles - it should highlight in pink. Now in the right hand panel click the arrow thing next to the padlock and select the tga file - [ image disabled ] In the left hand panel make sure the View Type is 'Textured' - [ image disabled ] The texture should now appear and your triangle should be UV mapped :) Repeat for all the other triangles. Of course there are much better ways of going about things by pressing U in the left hand panel. Its also better to use the circle selector (press B twice) to multi-select faces. Use in combination with the top/front/side views (numpad7,numpad1,numpad3, ctrl-numpad7,ctrl-numpad1 and ctrl-numpad3) to select groups of faces, right-click (to cancel the circle select) then press U -> project from view - [ image disabled ] In the right hand side make sure all points are selected (using A) and you can move the point round using G or rotate (R) or scale (S) them etc. If the image doesn't appear on the right, save and reload and it will probably magically reappear :) Once done, save and export to obj. You then need to hack the file for the texture to display. When exporting to obj make sure the Normals button is ticked. [ image disabled ] Finally you need to hack the obj file in notepad / notepad2 to fix the material path. Make a material declaration for the texture used in the model and save it into your favourite .mtr file -
material textures/viotex/carpet1
Now load the exported obj file into notepad. Find the word 'usemtl' in the obj file and paste in the name of the material with the / signs replaced with __ (two underscores), in this case it will be textures__viotex__carpet1 In the obj file it will probably say something like usemtl None_carpet1.tga change this to usemtl textures__viotex__carpet1 Save the file and close notepad. Its now ready to import right into EditWorld! Note that it something hasn't worked or you are tweaking the model (ooer missus) then you can hit 'reload models' in editworld and the new version will load up right away. [ Edited Thu May 22 2008, 01:18PM ] | ||
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