• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Kurt-olsson

Blender UV mapping problem

4 posts in this topic

Hello!

When i uvmap a simple cube it all works with my export and my textcoord imports. The Model render correct with correct texture/positions.

as soon as i extrude the cube and do the same thing it fails.

I am making my game level by extruding the faces of a cube the whole time.

Is there a way to convert all my faces to a single mesh, that i after the conversion can UV map like my Cube when i first select new->cube.

My feeling is as soon as i alter/change my mesh the UV mapping is broken.

Any tips?
0

Share this post


Link to post
Share on other sites
If you're extruding a cube, then all your faces should already be a single mesh, so I don't really understand what your problem is there...

But yes, after extruding faces you do need to redo your UV unwrapping, since the newly generated faces won't have proper UV mappings. I recommend you play with the various UV unwrap modes in the 'u' menu. Smart UV Project is probably not what you want for rigid cubical geometry, since that has a tendency to be a tad messy; it's more for organic or highly complex meshes that would be a pain to unwrap by hand. Follow Active Quads tends to generate neater squares; however, it doesn't care about overlap, so many of the faces will be unwrapped on top of one another. Lightmap pack will generate neat squares from an extruded cube, with no overlap, but also with no particular attention paid to seams and orientation. It's usually only used for pre-bake lightmap UVs.

Basically, though, for any level geometry that is non-trivial, the best results will always be achieved by unwrapping by hand. You can make good use of the Project From View and Project From View (Bounds) options here; select some faces, orient the view, and project. Go into your UV map and hand tweak them as needed. Rinse and repeat. The "automatic" solutions for UV mapping tend to be less optimal, especially since you need to carefully place your UVs in order to make use of repeating and modular textures, and there really are few options other than hand unwrapping, especially for architectural features like level geometry.
0

Share this post


Link to post
Share on other sites
I see, i thought that it would generate perfect fit just by unwrap mapping.
When i uv-map a simple cube i get the right coordinates for the texture in DirectX, but when i extrude a little bit i always get a diff and not matching textures.

when i use simple unwrap by hand with a cube the coordinates are working, but as soon as i use more complex mesh it don´t work.

and i dont understand why? it looks good when i render in Blender? (hey that rimes!)
0

Share this post


Link to post
Share on other sites
Okay, now i have taken another approach.

I am using UV Editing and positioning all my faces at a certain position of the texture. This is great and i will use this method to hand position all my faces.

BUT, the offset don´t seem to work when exporting...

if i for example put a square face on the "head" of a human in an image, then the middle body is what is shown when i render the mesh in DirectX.
It feels like i am loosing like 25% in Y axis when exporting coordinates...

Does my texture has to be at a specific size? must it be square?
0

Share this post


Link to post
Share on other sites
YEEEES!!!!

The V has to be INVERTED!!! Now it Works!

How cool is this! ONE big texture map to map all my faces against! Good for performance and easy on the time!
Now i have FULL control of my vertices becuase i export the mesh with my own exporter! =)

And i guess if i want bump mapping or specular i just have to make me a matching map against my main texture!
Then the job is allready done for bumps and spec, no need for mapping again! =) Huurrray!

Over and out!
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0