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The new and improved 3D model topic!
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Gytyyhgfffff:

--- Quote from: Trogtor on July 07, 2017, 04:15:19 AM ---what am i looking at first

--- End quote ---

a lego piece like http://cache.lego.com/media/bricks/5/2/4558168.jpg

is what i want compared to the stretched edges of the original image but i don't want to have to make a million different texture files for the different shaped tile pieces on the spacecraft
Conan:

--- Quote from: Gytyyhgfffff on July 07, 2017, 11:44:52 AM ---
a lego piece like http://cache.lego.com/media/bricks/5/2/4558168.jpg

is what i want compared to the stretched edges of the original image but i don't want to have to make a million different texture files for the different shaped tile pieces on the spacecraft

--- End quote ---
make one and uv map >.<

you can use the same material-with-texture on multiple faces and have each have a unique uv map
LeetZero:
Do ((22 / blender units) + 245) / 256, then project from view (bounds) while you are facing the face you want to apply the SIDE texture to and stretch the UV amount in that direction. (s, and lock with x or y)

Like, if you have a 2x wide thing that'd be 2 bu, which in the formula it translates to 1, because 2x studs wide is actually a perfect map in-game.

You can see the blender units by pressing N and enabling Edge Info: Length as such


End results:

The big one was stretched by 1.0107 and 1.0351 while the smol one was stretched by 1.0429 and 1.1718.

The closer the width is to 2 the closer to 1 the stretch is. Values more than 2 should return a stretch less than 1 while values smoller than 2 should return a stretch bigger than 1.

I held this in for a long time now as I keep saying I'll remake the brick tutorial but I am too lazy for that so just take this.

I might or might not just make a video about this if I am not a lazy forget like I am.

This also might or might not be optimal for DTS stuff. I made the formula up long ago for General's BLB converter. For DTS taking account of real sizes you might have to double your BU.. I don't recall how that part worked.
Demian:

--- Quote from: LeetZero on July 07, 2017, 01:21:59 PM ---Do ((22 / blender units) + 245) / 256, then project from view (bounds) while you are facing the face you want to apply the SIDE texture to and stretch the UV amount in that direction. (s, and lock with x or y)

Like, if you have a 2x wide thing that'd be 2 bu, which in the formula it translates to 1, because 2x studs wide is actually a perfect map in-game.

You can see the blender units by pressing N and enabling Edge Info: Length as such


End results:

The big one was stretched by 1.0107 and 1.0351 while the smol one was stretched by 1.0429 and 1.1718.

The closer the width is to 2 the closer to 1 the stretch is. Values more than 2 should return a stretch less than 1 while values smoller than 2 should return a stretch bigger than 1.

I held this in for a long time now as I keep saying I'll remake the brick tutorial but I am too lazy for that so just take this.

I might or might not just make a video about this if I am not a lazy forget like I am.

This also might or might not be optimal for DTS stuff. I made the formula up long ago for General's BLB converter. For DTS taking account of real sizes you might have to double your BU.. I don't recall how that part worked.

--- End quote ---

If you don't fancy doing the UVs and math manually you can achieve the same effect automagically with my Blender BLB Exporter: https://forum.blockland.us/index.php?topic=304533.0
I can only guarantee expected functionality on rectangular faces where all corners are 90 degree angles but it produces kind of okay results for other faces too.

Here's a quick guide:

* Install the exporter.
* Assign a material with the name SIDE to the faces you want to have the brick side texture.
* Go to: File > Export > Blockland Brick (.blb)
* Make sure Calculate UVs and Store UVs are enabled and click Export BLB.
* The UVs are written to a new UV layer "TEX:SIDE" seen under Properties > Data (triangle) > UV Maps.
* For rendering you can create a new texture for the SIDE material and select the "TEX:SIDE" UV layer in Texture > Mapping > Map.
For the record: the plugin calculates UVs for all brick textures and not just the sides. See the readme for more information. I'm afraid I do not have an example .blend file for this yet.
Gytyyhgfffff:

now with grrrrrrrrrrrrrrrrrrrrrrrrrrrr rrrrrrrrraphixs
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