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contributing:blender:remap [2020/01/04 18:47]
willhavehad [The UV Map] Added screenshots (is there a better way to caption them?)
contributing:blender:remap [2021/02/20 19:02] (current)
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 +====== Remapping and Baking ======
 +
 Blender's Cycles rendering engine allows any material to be baked to any UV map. This allows remapping, vertex painting, generative materials, and more to be rendered to a mapping that works in game. Follow the steps in one of the subsections under "Create a new material", then the steps in "Bake" Blender's Cycles rendering engine allows any material to be baked to any UV map. This allows remapping, vertex painting, generative materials, and more to be rendered to a mapping that works in game. Follow the steps in one of the subsections under "Create a new material", then the steps in "Bake"
  
-====== Create a new material ======+===== Getting Started ===== 
 + 
 +It is recommended that you follow the [[contributing:blender:liverysetup|Preparation]] tutorial or open [[https://drive.google.com/open?id=1P6d2_xXO3ilwgNcpMvIAHviz7vZR1Xmk|this start file]] for Blender 2.80 and later, then import your OBJ before continuing with this tutorial. 
 + 
 +===== Create a new material ===== 
 + 
 +==== Remap ====
  
-===== Remap ===== 
 Remapping is creating a new UV map. This allows removing discontinuities or changing/removing warping/curling/nonlinearity that exist in the template. Remapping is creating a new UV map. This allows removing discontinuities or changing/removing warping/curling/nonlinearity that exist in the template.
  
-==== The UV Map ====+=== The UV Map ===
 {{ :contributing:blender:2020-01-04_10_40_56-blender.png?200|Blender 2.80 and later}} {{ :contributing:blender:2020-01-04_10_40_56-blender.png?200|Blender 2.80 and later}}
 {{ :contributing:blender:2020-01-04_10_43_35-blender.png?200|Blender 2.79 and earlier}} {{ :contributing:blender:2020-01-04_10_43_35-blender.png?200|Blender 2.79 and earlier}}
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     - For other unwrapping methods, there are many existing tutorials that cover UV mapping in more detail     - For other unwrapping methods, there are many existing tutorials that cover UV mapping in more detail
   - Before following the steps in ''Bake'', select the first UV map from the ''properties'' panel, ''Data'' tab   - Before following the steps in ''Bake'', select the first UV map from the ''properties'' panel, ''Data'' tab
 +
 +=== The template ===
 +
 +This part is optional, but it is generally useful to export a template so that you can create a texture that aligns with your remap.
 +
   - switch to the ''UV/Image Editor'' (2.79) or ''UV Editor'' (2.80) from the drop-down icon in the corner of the 3D view   - switch to the ''UV/Image Editor'' (2.79) or ''UV Editor'' (2.80) from the drop-down icon in the corner of the 3D view
   - Press ''a'' to select all   - Press ''a'' to select all
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   - Create a texture using the exported UV layout as a template, as you would a livery using the standard template   - Create a texture using the exported UV layout as a template, as you would a livery using the standard template
  
-==== The Material ====+=== The Material ===
  
 +If you are using the start file linked above, you can start with ''bake uv.001'' to bake UVMap.001 (or duplicate this material to bake aditional UV maps). ''view uv.001'' can be used to preview a texture on the remap, and ''view composite'' can be used to preview the combined texture on the standard map and the texture on the remap.
 +  
   - If you are using blender 2.79 or earlier, make sure you are using the ''Cycles Render'' engine (drop down menu at the top of the window)   - If you are using blender 2.79 or earlier, make sure you are using the ''Cycles Render'' engine (drop down menu at the top of the window)
   - in the ''properties'' panel, ''Material'' tab, press the plus (2.79) or two pages (2.80) in the material selection drop-down to create a new material.   - in the ''properties'' panel, ''Material'' tab, press the plus (2.79) or two pages (2.80) in the material selection drop-down to create a new material.
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     - Make sure the disconnected ''image texture'' is selected (this makes it the target of the texture bake)     - Make sure the disconnected ''image texture'' is selected (this makes it the target of the texture bake)
  
-====== Vertex Paint ====== +===== Other Material =====
-This section to be completed; sorry for the inconvenience. +
- +
-====== Other Material ======+
 For any other materials, just add a disconnected ''image texture'' as the texture bake target For any other materials, just add a disconnected ''image texture'' as the texture bake target
  
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     - Make sure this ''image texture'' is selected (this makes it the target of the texture bake)     - Make sure this ''image texture'' is selected (this makes it the target of the texture bake)
  
-====== Bake ======+===== Bake =====
 Once you have a material with a disconnected ''image texture'' selected Once you have a material with a disconnected ''image texture'' selected
  

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