Difference between revisions of "Blender/Custom Sword"
Update for new blender version
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Remember: it's possible to drag parts of the UV map off the grid in the UV screen. This can be useful while you're actually mapping, but everything has to fit back onto that grid in the end. This means you might have to shrink and move things around. That's why the textures in the actual game look so odd - they're from UV maps. If you want, you might look at a game texture of a sword in [[GIMP]] or another image program to see how Bethesda did their mapping. If you want exactly the same part of a texture on two or more parts of the mesh, you can actually lay those parts of the UV map right over one another (they'll need to line up vertex for vertex, so don't forget those '''w''', '''2''' and '''w''', '''3''' commands). Bethesda did this with blades and hilts quite a lot. It's why their textures usually seem to have only half a hilt on them. | Remember: it's possible to drag parts of the UV map off the grid in the UV screen. This can be useful while you're actually mapping, but everything has to fit back onto that grid in the end. This means you might have to shrink and move things around. That's why the textures in the actual game look so odd - they're from UV maps. If you want, you might look at a game texture of a sword in [[GIMP]] or another image program to see how Bethesda did their mapping. If you want exactly the same part of a texture on two or more parts of the mesh, you can actually lay those parts of the UV map right over one another (they'll need to line up vertex for vertex, so don't forget those '''w''', '''2''' and '''w''', '''3''' commands). Bethesda did this with blades and hilts quite a lot. It's why their textures usually seem to have only half a hilt on them. | ||
Once your UV map is done, go to UV-save UV face layout. A screen will pop up that allows you to choose the directory in which to save a .tga of the UV map. It doesn't matter where you put it, as long as you can find it later. I always put mine in textures. They're not hard to locate, since the names are generally rather odd-looking. This is what you'll use to make a new texture that will actually fit your new mesh. | Once your UV map is done, go to UV-save UV face layout (in 2.49b it's UV->scripts->save UV face layout). A screen will pop up that allows you to choose the directory in which to save a .tga of the UV map. It doesn't matter where you put it, as long as you can find it later. I always put mine in textures. They're not hard to locate, since the names are generally rather odd-looking. This is what you'll use to make a new texture that will actually fit your new mesh. | ||
(In the new blender the "UV-Save UV face Layout" from above is now UVs > Scripts > Save UV Face Layout) | (In the new blender the "UV-Save UV face Layout" from above is now UVs > Scripts > Save UV Face Layout) |