DigitalEro Offline

Making .BLENDER file available for other to use

Sat, 31 May 2014 12:04:15

Gran

Hi I decompiled a nude model of Elizabeth with Crowbar and then imported it to Blender. Then I spent like 2 hours to fit the proper skins on the model by UNWRAPPING etc. Question 1: First off, is this the only way to get the models into blender? Doing all the work myself by first changing skin to a TGA file that Blender understands and then having to map it up by marking up verticles etc? Question 2: I have a ready version of nude Elizabeth now. If I want to share it so that others can work with it in Blender too, what do I do? If I just send them my original .BLENDER file they wont see the texture material. I tried to open a new Blender session and then using SHIFT + F1 and importing my Elizabth from the original .BLENDER file and then saved it. Then it seems as if the texture materials actully will stay for others to use. Is this how I should do? Appreciate any help in theese matters you guys! Cheers
Sat, 31 May 2014 12:59:55

Ganonmaster

"Gran" said ...
I decompiled a nude model of Elizabeth with Crowbar and then imported it to Blender. Then I spent like 2 hours to fit the proper skins on the model by UNWRAPPING etc. Question 1: First off, is this the only way to get the models into blender? Doing all the work myself by first changing skin to a TGA file that Blender understands and then having to map it up by marking up verticles etc?
Crowbar preserves the UV maps. You shouldn't have to unwrap it yourself. You can just convert the existing textures to TGA/PNG and assign them to your model. No unwrapping required.
"Gran" said ...
Question 2: I have a ready version of nude Elizabeth now. If I want to share it so that others can work with it in Blender too, what do I do? If I just send them my original .BLENDER file they wont see the texture material.
Blender allows you to pack textures, scripts and other resources into a single blender file. Just go to File > External Data > Pack All Into .blend.
Sun, 01 Jun 2014 11:00:36

Gran

"Ganonmaster" said ...
text
Thx for help! Good advice. I have already tried to assign pictures to the different skins but then they wont show up as they should. I'll show the process in pictures beneath. First I open the model. Then I push the mesh and choose tab Materials and the material I want to add texture to. Then I click texture tab and select New. In Type I chose Image or Movie. Then I choose Open and finds the correct TGA. file. It loads up. I go back to materials and then chose to render the picture. It looks strange?
Sun, 01 Jun 2014 15:59:25

Ganonmaster

Compare the preview on the right in this image and next in this image. Looks to me like you're assigning all your textures to one material. Make sure you select the right material before you apply a texture.
Sun, 01 Jun 2014 19:55:36

Gran

"Ganonmaster" said ...
Compare the preview on the right in this image and next in this image. Looks to me like you're assigning all your textures to one material. Make sure you select the right material before you apply a texture.
As this image shows it's only added to Elizabeth_Hair_D material. http://i.imgur.com/3uS6ueL.jpg I don't know if it has to do that all parts of Elizabth is together in one mesh when added to Blender. Is it not supposed to be one part for hair, one part for body etc etc? If they had been different meshes it would be easy to apply texture since targeting verticles would be easy. Now it's very hard to get all verticles in their hari etc. :S
Sun, 01 Jun 2014 23:05:46

Bilge Rat 16

"Gran" said ...
"Ganonmaster" said ...
Compare the preview on the right in this image and next in this image. Looks to me like you're assigning all your textures to one material. Make sure you select the right material before you apply a texture.
As this image shows it's only added to Elizabeth_Hair_D material. http://i.imgur.com/3uS6ueL.jpg I don't know if it has to do that all parts of Elizabth is together in one mesh when added to Blender. Is it not supposed to be one part for hair, one part for body etc etc? If they had been different meshes it would be easy to apply texture since targeting verticles would be easy.
I think Ganon is right, you only have assigned one texture to the one material. Eyes, skin etc still need to be set up (and the hair material needs some tweaking). The model being composed by a single mesh doesn't matter, as a single mesh can have multiple materials. I have never bothered to learn how materials work in Blender, but this tutorial will probably help you. http://www.blendtuts.com/2010/11/materi ... ering.html
Now it's very hard to get all verticles in their hari etc. :S
Idk why would you need to do that, but going in edit mode, clicking on a material and then "select" on the material tab will select every part of the mesh assigned to that material. Or you can press L to select all vertices/edges/faces linked to the one under the cursor.