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Found 15 results

  1. Introduction Everybody hates to UV unwrap their models after their done finishing their 3D models, and i do too, but i'm good at it. Some people use software like RizomUV or Blender add-ons to make their job easyer, but it does'nt work for every texturing workflow. If you are using a 3D painting software like Adobe Substance Painter, then you should let your computer do the UV unwrapping job, but if you don't have the money for Substance products like i do, then you do textures the old fashioned way, and you need clean UV maps for that. An useful add-on https://github.com/Radivarig/UvSquares a must have, but if youre good, you dont need it. Basics Here is the model on which i will show you how to properly unwrap a model. Its some kind of sci-fi prop, i made it, even i don't know what it is. Probably some battery charger. To do unwrapping in blender, you head over to the UV Editing workspace: On the right you will see your model in Edit mode, the vertices, edges, faces you select will show up at left, at the UV Editor: Useful Shortcut is the L key, if you hover your mouse over a separated part of your model, and press L, it will select only that part. 1. Cilinder shapes You need to mark a seam (Ctrl + E), which will break the unwrapping, where you placed it (Hold alt and press the left mouse button to select a continous line): You have to go to Orthographic view, for the cilinder projection, then you hit U, and Cilinder projection: And i got my Unwrapped mesh: Now, you migh encounter some weird unwrapping by the Cilinder projection, thats because your camera is not in angle with the mesh. just keep in mind that the two holes of the should be at top and bottom of the screen. It will not work like this: 2. View projection I use view projection for parts of the mesh that face me (so they are convex from my point of view), but always in ORTHOGRAPHIC VIEW. Like this panel: Basically any flat surface you can get in front of you, perpendicular to the camera, you can, and should use view projection on it. 3. Smart UV projection Smart UV projection is like Unwrap for non-organic meshes. You have to tweak the Angle limit to get the desired unwrapping You could use this at the corners, or at bit more organic parts of your mesh. 4. Packing UV maps Now comes the even more painful part, packing the UV maps efficiently. Your maps after using projections most likely will not be equally sized so you can use the UV > Average island scale function to estimate their sizes based on your model. I sometimes set the sizes by hand, because some parts need to have more detail, so those will be bigger, because they can take up more pixels from the texture, leading to higher resolution. Here i would do this to parts that need text or logos. This function and the Pack islands function can destroy parts that you want to be together, like the buttons on the panel: You have to do packing manually, thats it. You can export the UV layout as a png file, so you can see where are the parts in photoshop or whatever you are using to texture: Hope this tutorial helped. UV unwrapping is not something you can teach, but just try to find what each projection is capable of, and where are they working the best.
  2. 1. Create a brush. 2. Apply a texture with console commands: local texture = LoadTexture("/Materials/Developer/trigger.dds") local material = CreateMaterial() material:SetTexture(texture) local selected = program:GetSelection() for n = 1, #selected do local currentBrush = Brush(selected[n].entity) if currentBrush ~= nil then currentBrush:SetMaterial(material) currentBrush:Build() end end 3. Save map - material can be seen in .ultra file. 4, Save map again - material is gone, Brush still have a line in .ultra: "material": 1
  3. 1. Apply texture to brush 2, Select faces of brush and do auto UV with enabled Unity faces 3. In .ultra file path looks like "texture0": "./Test Project/gfx/all.wad/crate0_top" and after restarting editor (and game) can't load this texture If i fix it manually to "/gfx/all.wad/crate0_top" textures loads correctly I'm using own extension to apply textures from all.wad from rerelase pak0. Textures names "city4_2", "crate0_top". Same happens with usual applied textures from default folders. Extension code: local extension = {} extension.textureField = nil extension.setTextureButton = nil extension.fixModelButton = nil extension.fixYField = nil extension.modelScale = 4.68042326 function extension.hook(event, extension) if event.id == EVENT_WIDGETACTION then if event.source == extension.setTextureButton then if (extension.textureField.text == "") then return end local texture = LoadTexture("/gfx/all.wad/" .. extension.textureField.text) --local texture = LoadTexture("/Materials/Developer/trigger.dds") local material = CreateMaterial() material:SetTexture(texture) local selected = program:GetSelection() for n = 1, #selected do local currentBrush = Brush(selected[n].entity) if currentBrush ~= nil then currentBrush:SetMaterial(material) currentBrush:Build() Print("Seted texture to selected brush "..extension.textureField.text) end end elseif event.source == extension.fixModelButton then local selected = program:GetSelection() for n = 1, #selected do local currentModel = Model(selected[n].entity) if currentModel ~= nil then local entityName = currentModel.name Print("Fixed Quake model: " ..entityName) local fixY = extension.fixYField.text if fixY == "" then fixY = 0.02 end if (entityName == "Marine" or entityName == "Grunt") then fixY = 0.02 elseif (entityName == "Rottweiler") then fixY = 0.1 end currentModel = fixQuakeModelCenter(currentModel, fixY) end end end end end -------------------------------------------------------------------- -- Add extension tab -------------------------------------------------------------------- local sidePanel = program.sidepanel if sidePanel ~= nil then sidePanel:AddItem("QtExt") local sz = program.sidepanel:ClientSize() local panel = CreatePanel(0, 0, sz.x, sz.y, program.sidepanel) local uiY = 20; local label1 = CreateLabel("Wad texture name", 32, uiY, 120, 30, panel) uiY = uiY + 32; extension.textureField = CreateTextField(20, uiY, sz.x - 40, 32, panel) uiY = uiY + 20 + 32; extension.setTextureButton = CreateButton("Set a wad texture to selected brush", 20, uiY, sz.x - 40, 32, panel) uiY = uiY + 20 + 32; local label2 = CreateLabel("Height offset", 32, uiY, 120, 30, panel) uiY = uiY + 32; extension.fixYField = CreateTextField(20, uiY, sz.x - 40, 32, panel) uiY = uiY + 20 + 32; extension.fixModelButton = CreateButton("Fix selected Quake models", 20, uiY, sz.x - 40, 32, panel) end ListenEvent(EVENT_WIDGETACTION, extension.setTextureButton, extension.hook, extension) ListenEvent(EVENT_WIDGETACTION, extension.fixModelButton, extension.hook, extension) function fixQuakeModelCenter(model, fixY) for i = 1, #model.lods do local lod = model.lods[i] for j = 1, #lod.meshes do local currentMesh = lod.meshes[j] currentMesh:Translate(-1 * currentMesh.bounds.center.x, -1 * currentMesh.bounds.center.y - fixY, -1 * currentMesh.bounds.center.z) end end model:UpdateBounds(); model:SetScale(extension.modelScale); return model; end
  4. Can I alter a texture image? If my character is hit in a battle, can I add scrapes and blood on a temporary clone of his texture image?
  5. Came across these textures (free). They are in TIF format so you will need to convert to jpeg or png to use in LW. Enjoy.
  6. Hi, I'm looking for texture from the internet but I can't find some kind of nice texture. Would you recommend free texture sites. Except Textures.com. note: my english is bad, i'm sorry
  7. I am having some problems with scaling my material. Whenever I type in values for material scale nothing seems to happen. My material doesn't change at all. Is this is a bug of some kind?
  8. (I already created a discussion in Steam about that and there they asked me to create a thread in this forum including the files so everybody could try at their own.) Hey People, after a few days I run into something that didnt work as I wanted. My problem: I created some models (not a simple cube) in Blender/Cinema4D and painted them (via unwarp in Blender/via 3D-Bodypaint in C4D). I saved the models as .FBX and the textures as .JPG. When I imported them into Leadwerks everything was fine but as I tryied to texture my own objects with my own textures the textures were comletly streched and rescaled above the object. The top was somewhere at the left. The lower site was painted with parts of the left and right site. My question: Is it possible to fix that? Is it possible that Leadwerks uses the textures "the same way" than Blender and C4D do? (Or is there a way to import a file that already includes the textures so I could convert the .C4D file?) Or do I have to make every object I want as a extra model with its own texture? I am just creating something big, something very big with many details. Thats why I am asking. Hoping for some helpful answers Poly Here are some pictures I made: Here is the picture of the object and the UV map I created in Blender http://i.imgur.com/GGgJYWn.png?1 This is what I ended up with after importing and texturing. The selected texture at the menu is the texture I added on my object. It is not caused by the missing name, I already added the texture to an other object and it worked (of course not in the right scaling) http://i.imgur.com/qY3m3Gp.png?1 If there is any request please just ask!!!
  9. Hello, My name is Tiago. I have an idea that I think would be a good one. The thing is that I have connections, but I don't have the skills for that. I have researched about the subject, but I still don't know how to do it. It is an anime graphic style of game. I need volunteers: programmers, map builders, modellers for the characters, etc. If anyone would like to help, I appreciate a lot. Yours sincerely, Tiago
  10. Good day to everyone. I'm having a little problem with the texture on one of my models. I'm having like squared artifact like a low resolution kind of thing and i'm not sure why. In blender all is fine, in photoshop all is fine too. In leadwerks texture editor no problem there either. The problem seem's to start in the leadwerks material editor and that problem is visible in game. Is there someone who ever had this artifact problem and did you found a solution?
  11. I am trying to create a HUD out of some png images - but whenever I draw the image, it shows white where it should be transparent. The image is saved as a png with an alpha channel, but I tried tga as well with the same result. I am using 3.2 Indie Edition on Linux. The image file is attached. Here is my code to load the image: function Script:Start() self.texture = Texture:Load("Materials/HUD/hud.tex") end And here is my code to draw it: function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetColor(1, 1, 1) left = context:GetWidth() - self.texture:GetWidth() top = context:GetHeight() - self.texture:GetHeight() context:DrawImage(self.texture,left,top) context:SetBlendMode(Blend.Solid) context:Sync(); end What I think the problem is: The automated conversion to textures is converting all images to DXCT1 RGB which has no alpha channel, but the working transparent textures that come with the editor use RGBA.
  12. Hello everybody, I've got some problem finding vegetation system in Leadwerk 3.2. I tried to find this tool on terrain options but I didn't find anything... It depends on my LE version (I've Indie Version) ? Thank you !
  13. Is Leadwerks designed to handle a lot of unique textures without significant performance drop? I'm just curious because I trying to decide on whether or not to use a bunch of unique textures in my game to a lot add variety. Also, how many unique textures are you using if you are working on a game? I'd be interested to know! Thanks, nick.ace
  14. Just a small update and an information why everything is progressing so slowly with my tools. Unfortunatly (well, not really) I'm currently full of work with my daytime job (project deadlines, new features, etc.) that I'm currently don't have much time to do some private programming. This weekend I have some freetime i will spend to fix some bugs with the batch texture converter and coninue with my work on the asset builder. Hopefully I'm able to post some progress soon.
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