User Tools

Site Tools


contributing:blender:remap

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

contributing:blender:remap [2019/11/12 14:06] (current)
willhavehad created
Line 1: Line 1:
 +Blender'​s Cycles rendering engine allows any material to be baked to any UV map. This allows remapping, vertex painting, generative materials, and more to be rendered to a mapping that works in game. Follow the steps in one of the subsections under "​Create a new material",​ then the steps in "​Bake"​
  
 +====== Create a new material ======
 +
 +===== Remap =====
 +Remapping is creating a new UV map. This allows removing discontinuities or changing/​removing warping/​curling/​nonlinearity that exist in the template.
 +
 +==== The UV Map ====
 +
 +  - With the 3D object to be remapped selected, in the ''​properties''​ panel, ''​Data''​ tab, press the plus icon in the ''​UV Maps''​ section to create a new UV map.
 +  - Press ''​tab''​ to switch to edit mode. Press ''​u''​ to bring up the unwrap menu.
 +    - One simple and useful remap is to use a standard viewport (numpad numbers), ortho view (numpad 5 toggles) and ''​project from view''​ in the unwrap menu.
 +    - Another is to select an area that is discontinuous or warped on the template, ''​alt M''​ (blender 2.80: select ''​by distance''​) to merge duplicate vertices, and ''​unwrap''​ from the unwrap menu
 +    - For other unwrapping methods, there are many existing tutorials that cover UV mapping in more detail
 +  - Before following the steps in ''​Bake'',​ select the first UV map from the ''​properties''​ panel, ''​Data''​ tab
 +  - switch to the ''​UV/​Image Editor''​ (2.79) or ''​UV Editor''​ (2.80) from the drop-down icon in the corner of the 3D view
 +  - Press ''​a''​ to select all
 +  - In the ''​UVs''​ menu, select ''​Export UV Layout''​
 +  - Set the file name, size, format, and fill opacity as desired, and press ''​Export UV Layout''​
 +  - Create a texture using the exported UV layout as a template, as you would a livery using the standard template
 +
 +==== The Material ====
 +
 +  - If you are using blender 2.79 or earlier, make sure you are using the ''​Cycles Render''​ engine (drop down menu at the top of the window)
 +  - in the ''​properties''​ panel, ''​Material''​ tab, press the plus (2.79) or two pages (2.80) in the material selection drop-down to create a new material.
 +  - Switch to the ''​node editor''​ (2.79) or ''​Shader Editor''​ (2.80) using the drop-down icon in the corner of the 3D view.
 +  - Create the material shown (instructions below) {{ :​contributing:​blender:​uv1material.png?​direct&​400|}}
 +    - If any unneeded nodes are present, select them (click for single select or press b to box select) and press delete
 +    - Select from the menus ''​add > texture > image texture''​ and click to place
 +    - Press ''​Shift-D''​ to duplicate the ''​image texture''​ node and click to place
 +    - Select from the menus ''​add > input > UV Map''​ and click to place
 +    - Select from the menus ''​add > shader > emission''​ (any shader that takes a color input can be used, but emission makes baking faster) and click to place
 +    - click and drag from circle to circle as shown
 +    - Select the new UV map in the ''​UV Map''​ text area
 +    - click ''​open''​ on the ''​image texture''​ that is connected to the ''​UV Map''​ and ''​Emission''​
 +    - click ''​new''​ on the ''​image texture''​ that is not connected to other nodes; set the name, width and height; click ''​OK''​
 +    - Make sure the disconnected ''​image texture''​ is selected (this makes it the target of the texture bake)
 +
 +====== Vertex Paint ======
 +This section to be completed; sorry for the inconvenience.
 +
 +====== Other Material ======
 +For any other materials, just add a disconnected ''​image texture''​ as the texture bake target
 +
 +  - Switch to the ''​node editor''​ (2.79) or ''​Shader Editor''​ (2.80) using the drop-down icon in the corner of the 3D view.
 +    - Select from the menus ''​add > texture > image texture''​ and click to place
 +    - click ''​new''​ on this ''​image texture'';​ set the name, width and height; click ''​OK''​
 +    - Make sure this ''​image texture''​ is selected (this makes it the target of the texture bake)
 +
 +====== Bake ======
 +Once you have a material with a disconnected ''​image texture''​ selected
 +
 +  - Select the ''​properties''​ panel, ''​Render''​ tab
 +  - If you are using Blender 2.80 or later, select ''​Cycles''​ from the ''​Render Engine''​ drop-down
 +  - In the ''​Bake''​ section, set the ''​Bake Type''​ to ''​Emit''​ (unless you are using a material that uses shaders incompatible with this render type, in which case select the matching type or ''​Combined''​)
 +  - Press ''​Bake''​
 +  - Switch to the ''​UV/​Image Editor''​ (2.79) or ''​Image Editor''​ (2.80)
 +  - Select the image from the selected and disconnected ''​image texture''​
 +  - In the ''​Image''​ menu, select ''​Save'',​ ''​Save as..''​ or ''​Save as Image''​
 +  - Select a location and file name, then click ''​Save''​
contributing/blender/remap.txt · Last modified: 2019/11/12 14:06 by willhavehad