PlaneShift

Fan Area => Fan Art => Topic started by: Bobby on July 05, 2004, 02:36:11 am

Title: some blender questions
Post by: Bobby on July 05, 2004, 02:36:11 am
1. how to make the surface less shiny? i can see the white reflection of a lamp, but if i move it away the model looks dark (throne)
2. when the model consists of a flat face split to triangles, i can see every triangle of that face shaded different (look anvil)
3. eventually how to make uv texturing easy? does blender save any empty uv picture to paint it like wings does?
Title:
Post by: Cherppow on July 06, 2004, 10:07:28 pm
Hi Bobby!

1. Shine is controlled from material of the surface. To reduce intensity of the shine effect, decrease the materials specularity. To make shine smaller in size, increase the materials hardness value.
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_a01.jpg)
If you want no shine effect at all, simply set specularity to zero. In addition to the former, you might want to try different types of light sources. (It may be a good idea to use at least one lamp with either \"sun\" or \"hemi\" setting. This gives you more all around light, just like a real outdoor environment would.)

2. If the face(s) are perfectly flat they should render as such too, no matter what rendering method (wireframe,solid,shaded...* ) you use. I downloaded the anvil you\'ve posted on LWW to get a closer look. It seems that the little variation of light between faces is because of little variation in face angles. Try edit mode with wireframe and front view (numpad 3).

*note that \"Edit Mode\" shows all the triangles and only supports wireframe and solid draw modes.

There was another problem, however. You see it in \"Object Mode\" with shaded view setting and top view (numpad 7). One of the triangles is very much brighter than the others. This is because it is the only face that receives specularity effects. The other faces have same specularity too, but they are simply facing the other way so the effects won\'t show. You see this more clearly in \"UV Face Select\" mode: the faces that have normals pointing away from your view, are drawn transparent. In your case, about half of the anvil. Luckily the anvil is a solid object in which you\'ll want all normals pointing outwards. To do this, go into edit mode, select all vertices and press space. Select Edit-Normals-Recalculate Outside, and the problem is fixed.
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_a02.jpg)

3. As far as i know there is no totally easy way in texturing. It is propably the most timetaking phase. There are ways to make it easier, however. To save your current meshes UV map to a picture, select the object, and click (User Preferences) File-Export-UV Face Layout.
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_01.jpg)
This will open a new window where you can choose few options for the image that is about to be generated. Finally press \"Export\" and a .tga image is saved to your chosen directory (without further notice). It can then be opened with any painting software and modified as wanted. When finished painting, load the image to your mesh from Blenders UV/Image Editor. Choose: File-open...
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_02.jpg)
...and the image should appear in the editor. Go to \"UV Face Select\" mode and choose the loaded image to wanted faces. In textured view mode you should now see the texture on your mesh. Adjust the face mapping if needed. The mesh still renders without texture in the picture (F12).
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_03.jpg)
To make it show, you must add the texture to the meshes material. This is done in the material tab (F5). Choose (texture) \"Add New\"...
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_04.jpg)
...and head for texture tab (F6). In there set the new texture type to \"Image\" and click the \"Load Image\" button.
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_05.jpg)
The image should now show in the rendered picture (F12), but it\'s still messed up.
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_06.jpg)
Return to materials tab (F5) where you created the texture. Now choose \"Map Input\" and press the \"UV\" button.
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_07.jpg)
Finally the texture should render as you planned. Try F12.
(http://www.hut.fi/~vrantapu/PlaneShift/BlenderHelp/Blender_08.jpg)

Take note that with a picture loaded to the UV/Image Editor, it\'s possible to click (UV/Image Editor) Image-Texture Painting and make modifications to the image with Blender. The paint brush options are controlled from Editing tab (F9), where a Paint-page appears whenever Vertex or Texture Paint mode is engaged. Also you may want to click the (UV/Image Editor) View-Update Automatically setting on.

Another fancy feature is Blenders actual Texture paint mode. With it you can either draw a whole new texture straight to your 3D models surface or add a final touch to a pre-generated texture. Remember that to use this, you must have UV-mapping and an image texture already assigned.

When editing your texture with Blender, remember to save the image in the end (UV/Image Editor) File-Save... or the changes will be lost.

Ok, that\'s about everything i have to say about the subject. :) This became a monster post, i know...

Well, I\'m still at my friend\'s, but i managed to add the pics. Anyway, hopefully this helped a little. Bobbys models look promising, i\'ll be waiting for the textured versions. :)
Title:
Post by: orogor on July 07, 2004, 02:43:03 pm
If you plane to use thoses features in planeshift .... they just won t work, i suggest you to take a close look at the crystalspace manual for any special effect you want to add to the objects, for exemple there s a smooth atttribute to make the object looks more rounded, for very secial questions , ask them in the #crystalspace channel on the freenode server. Howerver i have to warn you that most special effects will require you to edit the exported file in a text editor, there s a a few projects for map editors , but i don t know how far advanced they are , and i doubt than anyone is functional yet.