ocean Posted July 6, 2016 Share Posted July 6, 2016 I'd like to get some tips on how to go about texturing my models. Uv-unwrapping is not something I excel at and unwrapping/ texturing models more complex than very basic geometric shapes proves somewhat difficult. My models aren't particularly complex to begin with. They're mostly manipulated cubes, very low poly (but still complex enough for me when joined). So I was wondering if it's possible to unwrap and texture these cubes separately and then join them into a complete mesh after the fact? Would it then have one single uv map and texture to deal with? And would it handle being exported for use in Leadwerks? I work in Blender, by the way. Thanks for all your help. Quote Ubuntu 14.04 / 64bit. Dell XPS430, Intel Core 2 Quad Q8300 @ 2.50GHz, 4Gb Ram, Radeon HD 6670, Leadwerks Pro edition (Steam). Link to comment Share on other sites More sharing options...
Angelwolf Posted July 6, 2016 Share Posted July 6, 2016 As far as I am aware - yes, you can do this. However, I don't know how to do it Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
ocean Posted July 6, 2016 Author Share Posted July 6, 2016 Great news! I shall try. However, another question has popped up... Is there any way to maintain the material colors on a blender object when exporting as .fbx? Quote Ubuntu 14.04 / 64bit. Dell XPS430, Intel Core 2 Quad Q8300 @ 2.50GHz, 4Gb Ram, Radeon HD 6670, Leadwerks Pro edition (Steam). Link to comment Share on other sites More sharing options...
vfn4i83 Posted July 8, 2016 Share Posted July 8, 2016 You can use same texture file for multiple models, just dont overlap the UV faces, and you be ok. But I advise to merge them first, then you proceed to UV. Or else you be struggling with UV scale, also 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted July 8, 2016 Share Posted July 8, 2016 just dont overlap the UV faces What do you mean by this? I assume this is Blender specific because in Max, faces can share the same texture area, no problem (and in Leadwerks too). Quote Link to comment Share on other sites More sharing options...
vfn4i83 Posted July 8, 2016 Share Posted July 8, 2016 Unless is your intention to share the same texture space if multiple faces. like the textures in Valve Source. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted July 8, 2016 Share Posted July 8, 2016 I think we're on the same page. It's like a crate having all 6 sides be the same texture. Quote Link to comment Share on other sites More sharing options...
ocean Posted July 8, 2016 Author Share Posted July 8, 2016 Thanks for all the great information. I'm not exactly worried about accuracy as this is more of a stylistic project. I could have gone for flat color, but I want more grittiness, so a certain amount of texturing is needed but relatively low-res. Quote Ubuntu 14.04 / 64bit. Dell XPS430, Intel Core 2 Quad Q8300 @ 2.50GHz, 4Gb Ram, Radeon HD 6670, Leadwerks Pro edition (Steam). Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.