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ic0de

The best way to texture a 3d model?

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ic0de    1012
Hi, programmer here

I made a 3d model in blender an now I need to texture it. I know this can be done in blender and I have been doing it. The problem is that my 3d engine only allows 1 texture per object and I have been assigning each face to a certain texture. I don't entirely understand how textures work in blender, so I was wondering the procedure for starting with a textureless 3d model and creating one texture for that model and mapping it properly?

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Prinz Eugn    4418
Cool, I just started using blender this weekend, but I think this video has a decent walkthrough (might be in part 2):[url="http://cgcookie.com/blender/2011/06/08/creating-a-lowpoly-concrete-barrier-part-01/"] http://cgcookie.com/blender/2011/06/08/creating-a-lowpoly-concrete-barrier-part-01/[/url].

I'm interested in what some of the 3D veterans have to say, too. Followed.

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ic0de    1012
[quote name='Daaark' timestamp='1353959540' post='5004285']
[url="http://cgcookie.com/blender/2011/01/21/intro_uvmapping/"]http://cgcookie.com/...ntro_uvmapping/[/url]
[/quote]

that helped allot. thanks. Edited by ic0de

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3Ddreamer    3826
For performance, keep the texture as small as possible, have as few files of various kinds in the model folder, such as materials, textures, or other. The ideal is to have no more than one material, one texture, and one image file in the model folder, though sometimes needs cause this to rise. Don't make the common newbie mistake of having a lot of image files, such as one image file per part.

Any faces which are exact duplicates in the UV map undisturbed in exactly the same location also slightly increases performance if only one texture is used. When several textures are used across similar parts, try to find ways of using more parts per texture to help game performance. Keep the number of separate parts, files, and textures to a minimum. Polygon count should be as small as possible. A smaller model is also less demanding than a larger one which is equal in every other way. Rendering hurts performance more than rasterization, so try to avoid a rendered model in a game if possible and use conventional textured models when you can, though shading or smoothing can be used.

Clinton

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PyrZern    310
If your engine allows only 1 texture per object, then what you will need to do is to assign same texture to every piece/mesh of that object. Then each mesh use different part of the texture map. Ta da.

Examples below.

In this texture map, there's only 1 mesh, the head.
[img]http://www.boogotti.com/root/images/face/dffuse_texture.jpg[/img]


In this one, however, is more than just the head. It's the whole body. This is what you will want to do.
[img]http://badpolygon.com/wp-content/timappleby_sarge_diff.jpg[/img]

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