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Re: Baked shadows and entity lighting [Re: Ganderoleg] #207752
05/22/08 03:57
05/22/08 03:57
Joined: Jul 2005
Posts: 366
eleroux Offline OP
Senior Member
eleroux  Offline OP
Senior Member

Joined: Jul 2005
Posts: 366
no, it's not too difficult. First of all, i suggest you use the new blender 2.46 release because they fixed two important bugs about targeting textures for baking.

To bake textures, lights, etc, you need:

- Textures to receive the baking (correctly applied to the meshes via any of the unwrap options)

- Textures or materials IN your meshes, so they will be baked (if you want textures)

- of course, lights.

I suggest to start with simple cubes and objects to understand the process.

Re: Baked shadows and entity lighting [Re: eleroux] #207845
05/22/08 16:11
05/22/08 16:11
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Thanks for tips I am really, really interested in this process.

I have found two nice tutorials:

http://www.vimeo.com/385595

…texture baking video and…

http://www.scifi-meshes.com/forums/dojo/...ure-baking.html

…simple tutorial with cube, but they both use something they call UV Face Select Mode that I don’t have in my Blender modes drop-down menu. frown

I have downloaded new Blender 2.46 Zip Archive and Blender 2.46, Python 2.5 FreeBSD file. Does anyone knows what I must download in order for this mode to appear?


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Baked shadows and entity lighting [Re: Ganderoleg] #207852
05/22/08 17:55
05/22/08 17:55
Joined: Mar 2007
Posts: 75
Hamburg, Ger
Altimeter Offline
Junior Member
Altimeter  Offline
Junior Member

Joined: Mar 2007
Posts: 75
Hamburg, Ger
for UV Face Select Mode:
it is in the same small window, where you switch between Object Mode and Edit Mode.
It is called UV Face Select

Re: Baked shadows and entity lighting [Re: Altimeter] #207854
05/22/08 18:15
05/22/08 18:15
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Yes I know it should be there but I have, unfortunately , everything but UV Mode:

Weight, Texture, Vertex Paint and Sculpt, Edit, Object Mode.

As I see it I should have installed some plugins or maybe some of that Python things frown

Blender really does informs me that I don’t have any Python installed in that first DOS-looking window frown


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Baked shadows and entity lighting [Re: Ganderoleg] #207897
05/22/08 23:50
05/22/08 23:50
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
latest version doesn't have it.

in edit mode you need to open uv's (in another window). while in edit mode press "u" to deal with uv's and stuff. i can't be more specific because my pc doesn't like blender so much, so i have some bugs to sort out.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Baked shadows and entity lighting [Re: JibbSmart] #208057
05/24/08 13:45
05/24/08 13:45
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
It’s a strange thing about Blender unwrapping I must be doing something wrong cry

I’m using CBabe as a test model (transformed in obj format) and everything is o.k. until I unwrap her (btw- her texture seems already unwrapped with every vertex at his own place). When I use Unwrap (smart projections) as indicated in tutorials Blender unwraps CBabe in totally unexpected way- it seems he only makes different vertex positions and leaves texture totally unchanged. So texture is un-touched and vertex position is all different??? frown

Is there something I must do in order for Blender to recalculate texture and not just vertex (as in MED’s Atlas Mapping where there are big changes in texture map)?


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Baked shadows and entity lighting [Re: Ganderoleg] #208068
05/24/08 14:35
05/24/08 14:35
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
i think smart projections is more meant for architectural geometry. for characters and organic stuff i would mark some seams and use unwrap to get better results.

you have to keep your old uv-set and bake the texture to the new uv-set but i haven't done this before in blender so i don't know how exactly this would have to be set up. you have to experiment a little.

Re: Baked shadows and entity lighting [Re: ventilator] #208070
05/24/08 15:14
05/24/08 15:14
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Success grin grin grin

In UV/Image Editor window (with UV Face Select Mode and CBabe all selected in 3D View window ) I go to Uvs->Scripts->Save Uv Face Layout Then I save CBabe’s Tex-Vertex Map as an TGA image file (that Blender marks as …_mesh.tga) When I open that TGA in UV/Image Editor Blender treats it as a UV Map and all I have to do is click on Bake->Full Render and… MAGIC! My CBabe model has shadows - Baking Done! Hura! grin

I don’t know if this is the best way of doing it (and if it’s really that good because I am posting this moments from doing it in Blender) but I hope when I try more complex model the result will be satisfactory…

smile Thanx to everyone who helped me…


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Baked shadows and entity lighting [Re: Ganderoleg] #208087
05/24/08 17:34
05/24/08 17:34
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Nope…

I called it to soon: still not good. Very strange shadows and strange pointer on walls frown

If anyone baked some nice shadows in imported obj files please share process steps… Thanx.


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Baked shadows and entity lighting [Re: Ganderoleg] #208170
05/25/08 12:10
05/25/08 12:10
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
make sure there are NO overlaping UV faces, I use 2 UV sets one UVTex for the materials, and one called baking. set the UVTex as rendering uv set and set baking as active uv..maybe that is backwards...??? anyway try that.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
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