problem with blender texturing
i followed the blender sword tutorial, i finished modeling the sword, but when i came to the part where you have to do uv mapping to the sword, i just barely got part where you flip the normals, after flipping the normals, i couldn't understand what the tutorial was saying a single bit. could somebody please help me texture the sword that i made using blender? here's the link where you can download the sword: sword mesh here's a link to the picture of what the sword looks like. as you can see, all of the normals are flipped but it still isn't textured. sword pic[Edited by - skyfire on July 4, 2005 7:15:09 PM]
I'd reccomend that instead of a uv wrap, you could orco texture it.
In a sense, you must assign specific faces to one of the 6 textures
top
bottom
front
behind
left
and...
right
I use this method over UV texturing because findind the seams to complex meshes like people are mind-boggling.
I wonder which tutorial you are talking about. I could only find the sword modeling tutorial in gamedev but it dosen't talk about uv mapping. Is the tutorial from an outside scource?
In a sense, you must assign specific faces to one of the 6 textures
top
bottom
front
behind
left
and...
right
I use this method over UV texturing because findind the seams to complex meshes like people are mind-boggling.
I wonder which tutorial you are talking about. I could only find the sword modeling tutorial in gamedev but it dosen't talk about uv mapping. Is the tutorial from an outside scource?
UV maps in Blender make sense once you realize exactly what is implied by the term 'seams.'
A seam is just an edge that can separate into two more edges for the 2d representation of the 3d mesh.
I.E. Imagine a cardboard box just sitting there, and that its sides cannot become deformed (are stuck in that square/rectangle shape)
Then imagine this box is being crushed slowly by a huge....thing....and that it is splitting down to make a flat 2d box.....seams are just where the box falls apart.
A seam is just an edge that can separate into two more edges for the 2d representation of the 3d mesh.
I.E. Imagine a cardboard box just sitting there, and that its sides cannot become deformed (are stuck in that square/rectangle shape)
Then imagine this box is being crushed slowly by a huge....thing....and that it is splitting down to make a flat 2d box.....seams are just where the box falls apart.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement