Difference between revisions of "Blender/Texturing From A UV Map"
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Blender/Texturing From A UV Map (edit)
Revision as of 18:28, 17 November 2006
, 18:28, 17 November 2006→Reminder: Exporting a UV map
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[[Image:UVTutorial1.jpg]] | [[Image:UVTutorial1.jpg]] | ||
Now you should see a gray grid with your mesh’s UV map on it. Don’t change anything unless you want to re-export your mesh again afterwards. Click the button that says “UV” and then “Export UV Map.” A little box should pop up that says 512 and some other things if you’re using Blender 2.42a. Leave these settings alone and click “OK”. Now you have a screen that lets you choose where to save your UV map. I generally save mine in the same file that I want my textures to be in, say Oblivion\ | Now you should see a gray grid with your mesh’s UV map on it. Don’t change anything unless you want to re-export your mesh again afterwards. Click the button that says “UV” and then “Export UV Map.” A little box should pop up that says 512 and some other things if you’re using Blender 2.42a. Leave these settings alone and click “OK”. Now you have a screen that lets you choose where to save your UV map. I generally save mine in the same file that I want my textures to be in, say Oblivion\Data\textures\armor\Sickleyield\armorsuitname. | ||
Blender will give the UV map an odd name and export it as a .tga. Don’t change | Blender will give the UV map an odd name and export it as a .tga. Don’t change the name or you might get a blank UV map. If you do get an empty file (it will say 0 kb and refuse to open), you might need to rename your mesh’s object in Blender’s buttons window. It may originally be called Circle or Upperbody or something like that; change it to something more specific like Cuirass or Table or Sword and try the export again. | ||
=Starting Out in GIMP and NifSkope= | =Starting Out in GIMP and NifSkope= |