Difference between revisions of "Blender/Custom Sword"

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311 bytes added ,  15:34, 8 November 2006
imported>Sickleyield
imported>Sickleyield
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If not, you're home free and you can move on to UV map the hilt.  This won't be as easy, but it's still much easier than if we hadn't used extrusion.  This part won't need to be square, but it will need to be the shape of whatever texture you eventually plan to put on it.  If you want to, you could select the reference sword in object mode and look at it under UV face select to get a vague idea of one way to arrange this.
If not, you're home free and you can move on to UV map the hilt.  This won't be as easy, but it's still much easier than if we hadn't used extrusion.  This part won't need to be square, but it will need to be the shape of whatever texture you eventually plan to put on it.  If you want to, you could select the reference sword in object mode and look at it under UV face select to get a vague idea of one way to arrange this.


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.  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 a given part 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).  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.
USEFUL NEW TIP I JUST FOUND: Using w,2 and w,3 keys lets you make a set of vertices into a straight line on the UV map.  (If you use one and get a bizarre wad of vertices, press ctrl-z and use the other one instead.)  I can't even tell you how useful this can be. 
 
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.  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 a given part 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.  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.
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