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contributing:blender:liverysetup [2019/11/12 06:43]
willhavehad note: 2.79 or earlier
contributing:blender:liverysetup [2020/04/18 14:20] (current)
willhavehad [Import and texture the OBJ] add start file information
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-Currently, this tutorial is for Blender 2.79 and earlierSome steps and principles will apply to Blender 2.80 and later, but much of the user interface has changed, so things ​may be in different places or even named differently.+You can follow a [[https://​drive.google.com/​open?​id=1--ltH6KcSSJBcawZ1dfMH2dldO_Tg8zN|video (Blender 2.80 and later)]] of this guide. It may be helpful to refer to both the video and this text.
  
 ====== Preparation ====== ====== Preparation ======
 +**You can open [[https://​drive.google.com/​open?​id=1P6d2_xXO3ilwgNcpMvIAHviz7vZR1Xmk|this start file]] for Blender 2.80 and later (may work with 2.79 and earlier, but has not been tested) and skip this section**
 Follow these steps to prepare for previewing liveries Follow these steps to prepare for previewing liveries
  
-  - To the right of the topmost menu bar, switch from ''​Blender Render''​ to ''​Cycles Render''​ +  - If you are using blender 2.79 or earlier, switch from ''​Blender Render''​ to ''​Cycles Render'' ​in the dropdown to the right of the topmost menu bar. 
-  - On the menu bar below the 3D view, click the ball icon next to ''​Object Mode''​ and select ''​Material''​+  - On the menu bar in the top-right of the 3D view (below the 3D view in Blender 2.79 or earlier, or a file created in Blender 2.79 or earlier), click the ball icon next to ''​Object Mode''​ and select ''​Material''​ 
 +{{:​contributing:​blender:​2020-04-16_14_13_31-blender_e_documents_rockstar_games_gta_v_liveries_carbonizzare_carbonizzare.bl.png?​direct&​400|}}
   - Right-click the default cube to select it   - Right-click the default cube to select it
-  - Select the Material tab in the Properties pane+  - Select the Material tab in the Properties pane {{ :​contributing:​blender:​2020-04-16_14_20_29-blender.png?​direct&​200|}}
   - Click ''​+ New''​   - Click ''​+ New''​
-  - On the left of the menu bar below the 3D view, click the cube icon and select ''​Node Editor''​ +  - Blender 2.80: Click the icon in the upper-left of the 3D view, and select ''​Material Editor''​ 
-  - You should now see a ''​Diffuse BSDF''​ with its ''​BSDF''​ output connected to a ''​Material Output''​ by its ''​Surface''​ input. ​+  - Blender 2.79: Click the icon in the lower-right of the 3D view, and select ''​Node Editor''​ 
 +  - You should now see a ''​Principled BSDF''​ or ''​Diffuse BSDF''​ with its ''​BSDF''​ output connected to a ''​Material Output''​ by its ''​Surface''​ input. If so, skip the next three steps
     - If not, press delete to clear the Node Editor (press ''​A''​ then delete if this does not clear the Node Editor)     - If not, press delete to clear the Node Editor (press ''​A''​ then delete if this does not clear the Node Editor)
     - Click ''​Add > Output > Material Output''​ and click anywhere in the Node Editor to place the node     - Click ''​Add > Output > Material Output''​ and click anywhere in the Node Editor to place the node
     - Click ''​Add > Shader > Diffuse BSDF''​ and click anywhere in the Node Editor to the left of the Material Output node to place the node     - Click ''​Add > Shader > Diffuse BSDF''​ and click anywhere in the Node Editor to the left of the Material Output node to place the node
     - Click and drag from the ''​BSDF''​ output of the ''​Diffuse BSDF''​ node to the ''​Surface''​ input of the ''​Material Output''​ Node     - Click and drag from the ''​BSDF''​ output of the ''​Diffuse BSDF''​ node to the ''​Surface''​ input of the ''​Material Output''​ Node
-  - Click ''​Add > Shader ​Mix Shader''​ and click with it over the line between the Diffuse BSDF and Material Output +  - Click ''​Add > Color MixRGB''​ and click in an empty space to the left of the BSDF node to place it 
-  - Right-click the ''​Diffuse BSDF''​ node to select it, press ''​Shift-D''​ to duplicate it, and click anywhere below it to place the duplicate +  - Click ''​Add > Texture > Image Texture''​ and click in an empty space to the left of the ''​Mix'' ​node to place it 
-  - Click and drag from the ''​BSDF''​ output ​of the duplicate ''​Diffuse ​BSDF'' ​node to the second ''​Shader''​ input of the ''​Mix Shader''​ +  - Click and drag from the ''​Color''​ output of the ''​Image Texture''​ to the ''​Color ​2''​ input of the ''​Mix''​ 
-  - Click ''​Add > Texture > Image Texture''​ and click to the left of the duplicate ​''​Diffuse BSDF''​ to place it +  - Click and drag from the ''​Alpha''​ output of the ''​Image Texture''​ to the ''​Fac''​ input of the ''​Mix'' ​node 
-  - Click and drag from the ''​Color''​ output of the ''​Image Texture''​ to the ''​Color''​ input of the duplicate ​''​Diffuse BSDF''​ +  - Click the Shield icon (or Fnext to the material name near the top of the material tab in the properties pane. 
-  - Click and drag from the ''​Alpha''​ output of the ''​Image Texture''​ to the ''​Fac''​ input of the ''​Mix ​Shader''​ +  - On the left of the menu above (below in 2.79 and earlier) ​the ''​Node Editor'',​ click the icon and select ''​3D View''​
-  - In the ''​Material''​ tab of the ''​Properties''​ panel, click the ''​F'' ​next to the material name +
-  - On the left of the menu below the ''​Node Editor'',​ click the icon and select ''​3D View''​+
   - Press ''​A''​ to select all (press until orange outlines are seen)   - Press ''​A''​ to select all (press until orange outlines are seen)
   - Press ''​Delete''​ and click on the confirmation popup   - Press ''​Delete''​ and click on the confirmation popup
-  - Press ''​Ctrl-Space''​ to hide the 3D cursor 
-  - Press ''​N''​ to show the sidebar 
-  - In the ''​Display''​ section, check ''​Only Render''​ 
-  - Press ''​N''​ to hide the sidebar 
   - You may want to ''​File >> Save'',​ or ''​File > Save Startup File''​ as this is a good starting point for previewing liveries   - You may want to ''​File >> Save'',​ or ''​File > Save Startup File''​ as this is a good starting point for previewing liveries
 +
 +{{:​contributing:​blender:​2020-04-16_14_36_48-blender.png?​direct&​400|}}
  
 ====== Import and texture the OBJ ====== ====== Import and texture the OBJ ======
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   - Click ''​File > Import > Wavefront (.obj)''​   - Click ''​File > Import > Wavefront (.obj)''​
   - Browse to and select the file, then click ''​Import OBJ''​   - Browse to and select the file, then click ''​Import OBJ''​
-  - On the ''​Material''​ tab on the ''​Properties''​ panel, click the ball icon next to ''​+ New''​ and select ''​F Material''​ +  - On the ''​Material''​ tab on the ''​Properties''​ panel, click the ball icon next to ''​+ New''​ and select ​the material created earlier. If you are using the start file linked above, ​''​view uv.000'' ​or ''​view composite''​ is good for most livery making. ​ 
-  - Click the ''​+''​ icon next to ''​Image Texture''​+  - Click the triangle pointing right icon next to ''​Base Color [Mix]''​ 
 +  - Click the triangle pointing right icon next to ''​Fac [Image Texture]''​
   - Click ''​Open''​   - Click ''​Open''​
   - Browse to and select the livery image file, then click ''​Open Image''​   - Browse to and select the livery image file, then click ''​Open Image''​
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 Instead of repeatedly opening the livery texture file every time you make a change, you can install a plugin that will automatically reload it every time the file changes. Instead of repeatedly opening the livery texture file every time you make a change, you can install a plugin that will automatically reload it every time the file changes.
   * If you use GIMP or Photoshop, you can use the add-on [[https://​sites.google.com/​site/​pointatstuffweb/​external-paint-autorefresh|External Paint Autorefresh]]   * If you use GIMP or Photoshop, you can use the add-on [[https://​sites.google.com/​site/​pointatstuffweb/​external-paint-autorefresh|External Paint Autorefresh]]
-  * If you use another program, you can use [[https://​blenderartists.org/​t/​auto-reload-external-images-available-for-blender-2-8x/​1113223|Auto-Reload Images]]+  * If you use another program, you can use [[https://​blenderartists.org/​t/​auto-reload-external-images-available-for-blender-2-8x/​1113223|Auto-Reload Images]] ​{{ :​contributing:​blender:​2020-04-17_23_51_46-blender.png?​direct&​400|}}
  
   - Download your prefered auto-reload plugin   - Download your prefered auto-reload plugin
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   - Click ''​Save user settings''​   - Click ''​Save user settings''​
   - You may have to enable the auto-refresh functionality when launching blender or opening a file   - You may have to enable the auto-refresh functionality when launching blender or opening a file
-    - For ''​Auto-Reload Images''​click the clock icon on the right of the top menu bar+    - For ''​Auto-Reload Images''​ 
 +      - Blender 2.79: click the clock icon on the right of the top menu bar 
 +      - Blender 2.80: click the ''​Timer''​ button (with a clock icon) in the ''​Context''​ tab of the ''​Properties''​ panel
contributing/blender/liverysetup.1573558984.txt.gz · Last modified: 2020/01/08 04:51 (external edit)