How to do UV_unwrapping and texturing in Blender

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Re: How to do UV_unwrapping and texturing in Blender

Postby dendwaler » Fri Apr 19, 2013 1:50 am

That brings me already to last and shortest tutorial of the first series.

The cube!

Look at the cube , the cube is nothing else as a cylinder with only four sidefaces.
In other words , you can unwrap it in exactly the same way as we did in all former examples.

Thats why i don't give a descryption here, you must be able to do this now.

This the result.

Image





The next series will cover unwrapping with use of seams.
Multiple materials on one object.
Multiple UVlayers on one object to get a natural shading.

Unwrapping a room with windows.
How to start the unwrapping and multitexturing a complex object, by splitting and joining objects in basic parts while avoiding to introduce extra vertices during this process.
Unwrap organic shapes.
Smart use of the texture input multiplyer.

May be i start with that task in about a week, i first have to overthink how to set it up a bit logically.

I hope these first unwrapping tuts will help the beginner the understanding of unwrapping and to get some nice results a bit quicker.
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



Watch my latest Video Or even better..... watch the Cathedral's Complete Walkthrough made by Suleika!
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Re: How to do UV_unwrapping and texturing in Blender

Postby Calena » Sat Jul 27, 2013 5:30 pm

I'm in the midst of unwrapping and UV mapping a model that has to be done very manually. I found a good "Music To UV Unwrap To" station on the radio, but now my wrist is getting sore :cry: . Do you have any recommendations for wrapping and supporting my wrist?
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Re: How to do UV_unwrapping and texturing in Blender

Postby Karkadann » Sat Jul 27, 2013 6:15 pm

Try a Wrist Brace, you can usually pick them up at the local drug store
The Optimist see's the glass half full, The Pessimist see's the glass half empty.
Its the Realist who see's the glass is half full with air, half full with water
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Re: How to do UV_unwrapping and texturing in Blender

Postby Calena » Sun Jul 28, 2013 10:04 am

Thanks Karkadann. I've been using an (Ace Bandage), but I think a brace is a better idea. I'll be getting one of those today.
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Re: How to do UV_unwrapping and texturing in Blender

Postby cskid13 » Tue Aug 27, 2013 11:21 am

Nice tutorials!
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Re: How to do UV_unwrapping and texturing in Blender

Postby DreamBliss » Sun Aug 24, 2014 4:00 pm

Awesome! Thread saved! Thank you!
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Re: How to do UV_unwrapping and texturing in Blender

Postby dendwaler » Mon Oct 09, 2017 9:49 am

Texturing a simple object with two materials in Blender.

First select the object you want to texture.
Here is a welknown lamp used as example.

Image

First go to the properties window and choose a material.
Choose a texture for this material.

Add a second material inmediately.
Choose another texture for this material.

You now have something like this.
Image

Show your object in frontview:
Image

“Tab “ to edit mode. Select the faces belonging to the first material .
(In this case only 2 faces 1 in front and 1 on the back side.)

assign those faces to the first material in the properties window.

And after that you press “U” to unwrap those faces in the 3D window.
Use “project from view as unwrapping method.
Image

scale the view up as i did in the UV editor.

Now hide those unwrapped faces using “H”
You now have this.
Image

Now “A”select all remaining faces.
Assign those faces in the propperties window of the material editor to the second material.
Go back to the 3Dview.
Unselect all faces .
Select now all the front faces and all the back faces
Image
and unwrap them using while in front view
“project from view as unwrapping method.

Image

Back and front of the lamp overlap in the uveditor , so it looks like 1 side.
Now in the uv editor select 1vertice!
Press Ctrl “L” to select all linkt vertices and drag it aside to separate back from front.
Image

hide those unwrapped faces using “H” in the 3d window.

There are still faces left to unwrap

Image

Now mark a few seams to avoid that faces are forming a “closed loop”
You can do that by pressing “ctrl e” after you selected the edges

like this
Image

in the 3D window choose “A” to select all faces.
And after that choose “U”to unwrap using the “Unwrap “ method.

Image

Now its done ,
the final result looks like this in textured object mode

Image or shaded Image

finally in edit mode 3D view unhide all Faces using “alt H”

and in the UV editor choose “A” to select all faces to active.
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



Watch my latest Video Or even better..... watch the Cathedral's Complete Walkthrough made by Suleika!
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Re: How to do UV_unwrapping and texturing in Blender

Postby dendwaler » Wed Mar 21, 2018 11:59 pm

There is an excellent Book describing how to texture in Blender available for free!

Here is the link to the article around it,
inside it you will find a link to the download.

https://www.blendernation.com/2018/02/03/free-book-texturing-blender/
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



Watch my latest Video Or even better..... watch the Cathedral's Complete Walkthrough made by Suleika!
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Re: How to do UV_unwrapping and texturing in Blender

Postby Sirius » Thu Mar 22, 2018 4:27 am

Agreed. I've been skimming through it quickly, and it sums up tons of techniques I learned either using Blender or reverse engineering games over the years. The Gimp part is really really good - combining multiple textures together can achieve wonderful effects... Almost all that is described in this book is compatible with Plasma, too, save for some real-time lighting effects.
You can achieve even more once you start using Plasma's multilayer materials, as well as different UV maps. But then things gets really tedious though.
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Re: How to do UV_unwrapping and texturing in Blender

Postby dendwaler » Wed Apr 25, 2018 3:27 am

Texturing in Blender will change completely in the new Blender 2.8

This is just an announcement for those who are learning Blender for developping in Korman.
The internal renderer of Blender is completely removed in the new upcoming build v2.8 .
It will be replaced by EEVEE .
Old technics are replaced by new ones,
The new technics are more flexible and open new perspectives.
Unfortunately the workflow will be different of what we are used to.
It forces us to learn to get used to "nodes" to make the materials and textures for URU and forget the old "blender technics"that were common for the last 25 years.
Version 2.79b is the last build that supports it.

For those who are interested there is a good videocoarse (7 Hours!) available completely dedicated to this new workflow.
https://www.youtube.com/watch?v=kbyK_N65YEk

I don't know yet about the consequences for building in Korman.
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



Watch my latest Video Or even better..... watch the Cathedral's Complete Walkthrough made by Suleika!
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