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contributing:blender:liverysetup [2020/01/08 11:13] 127.0.0.1 external edit |
contributing:blender:liverysetup [2021/02/20 19:02] (current) |
<WRAP center round help 60%> | You can follow a [[https://drive.google.com/open?id=1--ltH6KcSSJBcawZ1dfMH2dldO_Tg8zN|video (Blender 2.80 and later)]] of this guide. It may be helpful to refer to both the video and this text. |
Currently, this tutorial is for Blender 2.79 and earlier. Some steps and principles will apply to Blender 2.80 and later, but much of the user interface has changed, so things may be in different places or even named differently. | |
</WRAP> | |
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====== Preparation ====== | ====== Preparation ====== |
| **You can open [[https://drive.google.com/open?id=1P6d2_xXO3ilwgNcpMvIAHviz7vZR1Xmk|this start file]] for Blender 2.80 and later (may work with 2.79 and earlier, but has not been tested) and skip this section** |
Follow these steps to prepare for previewing liveries | Follow these steps to prepare for previewing liveries |
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- To the right of the topmost menu bar, switch from ''Blender Render'' to ''Cycles Render'' | - If you are using blender 2.79 or earlier, switch from ''Blender Render'' to ''Cycles Render'' in the dropdown to the right of the topmost menu bar. |
- On the menu bar below the 3D view, click the ball icon next to ''Object Mode'' and select ''Material'' | - On the menu bar in the top-right of the 3D view (below the 3D view in Blender 2.79 or earlier, or a file created in Blender 2.79 or earlier), click the ball icon next to ''Object Mode'' and select ''Material'' |
| {{:contributing:blender:2020-04-16_14_13_31-blender_e_documents_rockstar_games_gta_v_liveries_carbonizzare_carbonizzare.bl.png?direct&400|}} |
- Right-click the default cube to select it | - Right-click the default cube to select it |
- Select the Material tab in the Properties pane | - Select the Material tab in the Properties pane {{ :contributing:blender:2020-04-16_14_20_29-blender.png?direct&200|}} |
- Click ''+ New'' | - Click ''+ New'' |
- On the left of the menu bar below the 3D view, click the cube icon and select ''Node Editor'' | - Blender 2.80: Click the icon in the upper-left of the 3D view, and select ''Material Editor'' |
- You should now see a ''Diffuse BSDF'' with its ''BSDF'' output connected to a ''Material Output'' by its ''Surface'' input. | - Blender 2.79: Click the icon in the lower-right of the 3D view, and select ''Node Editor'' |
| - You should now see a ''Principled BSDF'' or ''Diffuse BSDF'' with its ''BSDF'' output connected to a ''Material Output'' by its ''Surface'' input. If so, skip the next three steps. |
- If not, press delete to clear the Node Editor (press ''A'' then delete if this does not clear the Node Editor) | - If not, press delete to clear the Node Editor (press ''A'' then delete if this does not clear the Node Editor) |
- Click ''Add > Output > Material Output'' and click anywhere in the Node Editor to place the node | - Click ''Add > Output > Material Output'' and click anywhere in the Node Editor to place the node |
- Click ''Add > Shader > Diffuse BSDF'' and click anywhere in the Node Editor to the left of the Material Output node to place the node | - Click ''Add > Shader > Diffuse BSDF'' and click anywhere in the Node Editor to the left of the Material Output node to place the node |
- Click and drag from the ''BSDF'' output of the ''Diffuse BSDF'' node to the ''Surface'' input of the ''Material Output'' Node | - Click and drag from the ''BSDF'' output of the ''Diffuse BSDF'' node to the ''Surface'' input of the ''Material Output'' Node |
- Click ''Add > Shader > Mix Shader'' and click with it over the line between the Diffuse BSDF and Material Output | - Click ''Add > Color > MixRGB'' and click in an empty space to the left of the BSDF node to place it |
- Right-click the ''Diffuse BSDF'' node to select it, press ''Shift-D'' to duplicate it, and click anywhere below it to place the duplicate | - Click ''Add > Texture > Image Texture'' and click in an empty space to the left of the ''Mix'' node to place it |
- Click and drag from the ''BSDF'' output of the duplicate ''Diffuse BSDF'' node to the second ''Shader'' input of the ''Mix Shader'' | - Click and drag from the ''Color'' output of the ''Image Texture'' to the ''Color 2'' input of the ''Mix'' |
- Click ''Add > Texture > Image Texture'' and click to the left of the duplicate ''Diffuse BSDF'' to place it | - Click and drag from the ''Alpha'' output of the ''Image Texture'' to the ''Fac'' input of the ''Mix'' node |
- Click and drag from the ''Color'' output of the ''Image Texture'' to the ''Color'' input of the duplicate ''Diffuse BSDF'' | - Click the Shield icon (or F) next to the material name near the top of the material tab in the properties pane. |
- Click and drag from the ''Alpha'' output of the ''Image Texture'' to the ''Fac'' input of the ''Mix Shader'' | - On the left of the menu above (below in 2.79 and earlier) the ''Node Editor'', click the icon and select ''3D View'' |
- In the ''Material'' tab of the ''Properties'' panel, click the ''F'' next to the material name | |
- On the left of the menu below the ''Node Editor'', click the icon and select ''3D View'' | |
- Press ''A'' to select all (press until orange outlines are seen) | - Press ''A'' to select all (press until orange outlines are seen) |
- Press ''Delete'' and click on the confirmation popup | - Press ''Delete'' and click on the confirmation popup |
- Press ''Ctrl-Space'' to hide the 3D cursor | |
- Press ''N'' to show the sidebar | |
- In the ''Display'' section, check ''Only Render'' | |
- Press ''N'' to hide the sidebar | |
- You may want to ''File >> Save'', or ''File > Save Startup File'' as this is a good starting point for previewing liveries | - You may want to ''File >> Save'', or ''File > Save Startup File'' as this is a good starting point for previewing liveries |
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| {{:contributing:blender:2020-04-16_14_36_48-blender.png?direct&400|}} |
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====== Import and texture the OBJ ====== | ====== Import and texture the OBJ ====== |
- Click ''File > Import > Wavefront (.obj)'' | - Click ''File > Import > Wavefront (.obj)'' |
- Browse to and select the file, then click ''Import OBJ'' | - Browse to and select the file, then click ''Import OBJ'' |
- On the ''Material'' tab on the ''Properties'' panel, click the ball icon next to ''+ New'' and select ''F Material'' | - On the ''Material'' tab on the ''Properties'' panel, click the ball icon next to ''+ New'' and select the material created earlier. If you are using the start file linked above, ''view uv.000'' or ''view composite'' is good for most livery making. |
- Click the ''+'' icon next to ''Image Texture'' | - Click the triangle pointing right icon next to ''Base Color [Mix]'' |
| - Click the triangle pointing right icon next to ''Fac [Image Texture]'' |
- Click ''Open'' | - Click ''Open'' |
- Browse to and select the livery image file, then click ''Open Image'' | - Browse to and select the livery image file, then click ''Open Image'' |
Instead of repeatedly opening the livery texture file every time you make a change, you can install a plugin that will automatically reload it every time the file changes. | Instead of repeatedly opening the livery texture file every time you make a change, you can install a plugin that will automatically reload it every time the file changes. |
* If you use GIMP or Photoshop, you can use the add-on [[https://sites.google.com/site/pointatstuffweb/external-paint-autorefresh|External Paint Autorefresh]] | * If you use GIMP or Photoshop, you can use the add-on [[https://sites.google.com/site/pointatstuffweb/external-paint-autorefresh|External Paint Autorefresh]] |
* If you use another program, you can use [[https://blenderartists.org/t/auto-reload-external-images-available-for-blender-2-8x/1113223|Auto-Reload Images]] | * If you use another program, you can use [[https://blenderartists.org/t/auto-reload-external-images-available-for-blender-2-8x/1113223|Auto-Reload Images]] {{ :contributing:blender:2020-04-17_23_51_46-blender.png?direct&400|}} |
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- Download your prefered auto-reload plugin | - Download your prefered auto-reload plugin |
- Click ''Save user settings'' | - Click ''Save user settings'' |
- You may have to enable the auto-refresh functionality when launching blender or opening a file | - You may have to enable the auto-refresh functionality when launching blender or opening a file |
- For ''Auto-Reload Images'', click the clock icon on the right of the top menu bar | - For ''Auto-Reload Images'' |
| - Blender 2.79: click the clock icon on the right of the top menu bar |
| - Blender 2.80: click the ''Timer'' button (with a clock icon) in the ''Context'' tab of the ''Properties'' panel |