Tutorial: Sculpties with
Blender 2.5 (without scripts) |
As of 25th July 2011 |
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Goal of this tutorial: Explaining all the basics of sculpties and creating a template which can be used to generate Sculpties quickly. Hint: At the end of this tutorial you can download a template as .blend file. If you want to create Sculpties you can use this file as template. Otherwise you can use the cylinder and the material in other .blend files. You only have to deform the object and bake a new sculpt map. For this tutorial you need:
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Hint:
Click the Screenshots to see them big! |
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Steps |
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Notes |
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01 - Start Blender Start Blender and in the top menu select File > Load Factory Settings. This gives you the default settings which are necessary for this tutorial. |
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02 - Delete the cube As we don't need this cube you can delete it by pressing the key DEL. |
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03 - Add Circle Now we wanna create a cylinder. It is important that the cylinder will be made of 33 rings vertically with 32 vertices on each ring - so 33*32=1056 Vertices. To get exactly these values it is recommoned to extrude the cylinder out of a circle. At first create a circle. Therefore go into the top menu and choose Add > Mesh > Circle. Remark: You can find the technically details why these values are necessary on this website: Sculpted Prims: Technical Explanation - Second Life Wiki |
Cylinder Oblong: 65*16=1040 Vertices 129*8=1032 Vertices Sphere: 32*34 Cube Oblong: Add Plane. Subdivide twice, remove vertices inside LOD: |
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04 - Set circle radius Set the radius of the circle to 5. |
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LOD: Vertices: 8 |
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05 - Hide Object Tools We don't need the right side bar any longer, so you can hide it by pressing T. |
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06 - Show modifiers buttons Next we need a Screw modifier which will extrude the circle 32 times. You can find this tool in the Modifiers section of the Properties. |
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07 - Add a Screw modifier Press the button Add Modifier > Screw to add a new Screw modifier. |
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08 - Set Screw Offset Set a Screw Offset of 5.00. That defines the height of the cylinder. |
Cube Oblong: 10 |
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09 - Set Screw Angle Set the screw Angle to 0°. This is the angle of climb of each revolution. Because we don't need a screw but a straight cylinder this has to be 0°. |
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10 - Set Screw Steps This is the number of steps in the revolution. Set it to 32. The circly will remain so we will get 33 rings. |
Cube Oblong: 64 LOD: 8 |
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11 - Apply Modifier When you made all the settings correct press the button Apply. |
LOD: Leave Edit Mode Multiresolution 2* Subdivide |
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12 - Check the number of faces If you made everything correct Blender should show you that the cylinder is made of 1024 Faces. Whis is exactly what we need! |
LOD: 64 |
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13 - Object Buttons Now the object needs a name. Therefore go into the Object Buttons. |
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14 - Rename the Object Type in a new name, e.g. Cylinder. |
Cube Oblong: CubeOblong64 |
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15 - Switch to Top
View In the next steps you have to mark seams. They are necessary for the unwrapping process later. Blender gives better results on unwrapping when an object has defined seams. At first switch to Top View by pressing the key Num7. |
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16 - Switch to Ortographic
View For selecting vertices exactly you better switch to the ortographic view by pressing the key Num5. |
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17 - Display Transform
Properties Lets display the Transform Properties by pressing the key N. |
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18 - Change Object Scaling Change the scaling of your cylinder to X = 0.500 Y = 0.500 Z = 0.500 This is necessary if you work on a set of several sculpties (e.g. a dragon). In your Second Life viewer you would have to set the size of each sculpt, and they all need to have the same size ratio. So you better start here with the same scaling as the Build window in Second Life. |
wirklich nötig? vllt. besser: Dimensions to 0.5 und apply Scaling. |
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19 - Switch to Edit-Mode In the next steps you have to check and correct the face normals. Therefore switch to Edit Mode by pressing the key TAB. Between four vertices there is a face (aka quads). Your cylinder has 1024 faces. Each face has an orientation. That is a vector which is perpendicular to the face. This orientation vector is called Face Normal. Because a flat face has two sides a face normal of your cylinder can face inside or outside. A face normal indicates on which side of the face the texture will be mapped. Blender usually sets the face normals wrong, or better not as we need it. Thats why you have to check and correct them now. In this case here they have to face outside. |
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20 - Display Face
Normals Now lets diplay the face normals - just activate Face in the Normals section. The top view is perfect to check them. |
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21 - Lengthen the Normals This is just to see them better if necessary. Just increase the Normal Size, e.g. to 1.00. As you can see some normals face inside. |
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22 - Recalculate Normals Blender has a feature to recalculate the normals either to outside or inside. If you press CTRL+N now the normals should be all calculated to outside. Hint: If they were calculated to inside you can flip them with W-8. Both features can also be found in the Tools side bar which we hide in step 5. |
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23 - Hide Face Normals All normals face outside now, so you can hide the normals again. Just deactivate Face in the Normals section. |
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24 - Hide Transform
Properties You don't need the Transform-Properties any longer, so hide them by pressing the key N. |
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25 - Scale the view Just to see your object better zoom into it with your mouse wheel. |
to step 19! |
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26 - Deselect all vertices In the next steps you will mark the two seam which are necessary for the upcoming unwrapping. One seam for horizontal, one for vertical. At first deselect all vertices by pressing A. |
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27 - Deactivate Limit
Selection to visible This feature is usually active and allows you to select only the vertices which you see - not those which are hidden on the back side of the object. But you have to select hidden vertices now too, so deactivate this feature. |
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28 - Select vertices in the top Press B and draw a border around the upper vertice. That will select all vertices behind it too. |
Cube Oblong: top right corner |
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29 - Mark vertical seam Press CTRL+E > Mark Seam. Then all selected vertices (which are in a row) are defined as the vertical seam of your cylinder. |
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30 - Deselect all vertices Deselekt all vertices now by pressing key A. |
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31 - Switch to Front
View By pressing key Num1 you will switch to Front View, which is perfect to mark the horizontal seam. |
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32 - Select vertices of the top ring Press B and draw a border around the upper ring of vertices. That will select all vertices behind it too. Or try the ring selection with ALT+RMB on an upper edge. |
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33 - Mark horizontal seam Press CTRL+E > Mark Seam. Then all selected vertices (which are in a ring) are defined as the horizontal seam of your cylinder. CTRL+E-A |
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34 - Split 3D View In the next steps you have to make an UV-Unwrapping to create a UV-Map. Therefore split the 3D view. |
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35 - Open UV/Image Editor Switch one half to the UV/Image Editor. |
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35a - Select all vertices Press A twice. |
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36 - Create new image To adjust the faces of the UV Map exactly to the pixels of the image it is pretty helpful to have an image with 32*32 px and let each face snap to one pixel while scaling the UV Map. So create a new image by choosing Image > New, pressing ALT+N or clicking the button NEW. |
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37 - Type in image size Choose a size of Width: 32 Height: 32 and apply with OK. |
Cube Oblong: 16*64 |
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39 - Unwrappen Now you have to unwrap the surface of your cylinder. Thats like unwrapping the globe to a world map. Press U > Cylinder Projection. |
Cube Oblong: U>Unwrap |
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40 - Scale the view Just to see the UV map better zoom into it with your mouse wheel |
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40a - Select all UV-Vertices |
right name? |
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41 - Enable Constrain
to Image Bounds Blender created an UV map in the UV/Image Editor. You have to scale it exactly into the square texture field. But Blender has some handy features to help you - like UVs>Constrain to Image Bounds which you have to activate now. This feature will constrain the UV Map to the image (texture) bounds while you move, scale or rotate it. |
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42 - Fit in UV-Map roughly The UV Map has a rectangular shape, so you have to scale it to fit into the square image field. Use G to move and S to scale the map alternately. With S-X you can scale the map width. With S-Y you can scale the map height. The result don't have to be exact. Remark: The cylinder is made up of 32*33=1056 vertices. But the UV Map has 33*33=1089 vertices. That's why the vertices of the vertical seam exist twice in the UV Map. Between the vertices of the UV Map there are 32*32=1024 faces. Thats a square map. The final size of the sculpt map will be defined later. |
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43 - Enable Snap
To Pixels Now activate UVs>Snap To Pixels As described before this makes it possible to snap the 32*32 faces of the UV map to the 32*32 pixels of the image while editing the UV map. |
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44 - Fit in UV-Map exactly Use S to scale down the map a lil bit and immedatily scale it up to maximum. Then the vertices will snap exactly between the pixels of the image. With S-X you can scale the map width. With S-Y you can scale the map height. The result has to be exact. |
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45 - Create new image Now you have to create a new image again because you need a sculpt map with 64*64 pixels. Therefor choose Image > New, press ALT+N or click the button NEW. |
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46 - Type in image
name and size Choose this values Name: SculptMap Width: 64 Height: 64 and apply with OK. Now your cylinder is unwrapped exactly to the UV map which will be filled with the baked SculptMap later. Eventually you have to zoom out a lil bit with the mouse wheel to fit the UV map into the window. |
alpha ausschalten? Cube Oblong: CubeOblong64, 32*128 It seems Blender really needs an image name to bake later, the default name 'untitled' don't work. |
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47 - Open Material-Buttons In the next steps you will add and define a material for the cylinder. This material will have three textures Red, Green and Blue. Each color stands for the axis x, y and z. E.g. Red indicates the deforming of the cylinder along the x-axis, green for the y-axis and blue for the z-axis. At first open the Material Buttons with F5. |
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48 - Add New Material To create a new material just click the button New. |
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49 - Rename Material Type in a unique name for the material, e.g. SculptyMap. |
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50 - Enable Vertex
Color Paint In the Options tab enable Vertex Color Paint. Now Blender will overwrite the basic object color Specular Color with the three textures you will add in the next steps. Hint: This makes it also possible to paint directly on your object in Vertex Paint mode to create a texture. |
evtl. besser beschreiben |
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51 - Open Texture-Buttons Next you need three textures, one for each color (red, green and blue). Each texture has to blend between dark and bright regarding to the cylinder coordinates. Open the Texture Buttons. |
gibts ne tastenkombi
hierfür? |
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52 - Select first texture slot For the texture red select the first texture slot. |
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53 - Add First Texture Press New to create the first texture. |
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54 - Rename First Textur Type in a unique name for the texture, e.g. xRed |
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55 - Select Texture
Type As Texture Type choose Blend. |
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56 - Assign To X-Axis In the Mapping tab you have to assign the texture to an axis, in this case X. To do so switch the three selection boxes to X - None - None. |
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57 - Change Blend Mode In the Influence tab change the Blend mode to Add. Now Blender will add the RGB values, so the cylinder shape and its deformations will be calculated into brightness differences for each color. |
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58 - Set Texture
Color Set the texture color to red (1, 0, 0). |
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59 - Select next texture slot For the texture green select the second texture slot. |
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60 - Add Second Texture Press New to create the first texture. |
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61 - Rename Second Textur Type in a unique name for the texture, e.g. yGreen |
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62 - Select Texture
Type As Texture Type choose Blend. |
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63 - Assign To Y-Axis In the Mapping tab you have to assign the texture to an axis, in this case Y. To do so switch the three selection boxes to Y - None - None. |
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64 - Change Blend Mode In the Influence tab change the Blend mode to Add. Now Blender will add the RGB values, so the cylinder shape and its deformations will be calculated into brightness differences for each color. |
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65 - Set Texture
Color Set the texture color to green (0, 1, 0). |
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66 - Select next texture slot For the texture blue select the third texture slot. |
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67 - Add Third Texture Press New to create the first texture. |
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68 - Rename Third Textur Type in a unique name for the texture, e.g. zBlue |
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69 - Select Texture
Type As Texture Type choose Blend. |
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70 - Assign To Z-Axis In the Mapping tab you have to assign the texture to an axis, in this case Z. To do so switch the three selection boxes to Z- None - None. |
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71 - Change Blend Mode In the Influence tab change the Blend mode to Add. Now Blender will add the RGB values, so the cylinder shape and its deformations will be calculated into brightness differences for each color. |
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72 - Set Texture
Color Set the texture color to blue (0, 0, 1). |
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73 - Open Render Buttons The material and its textures for your cylinder are defined now. That makes it possible to bake the shape of the cylinder into a planar UV-Map which you can use as SculptyMap. To setup the final Baking open the Render Buttons. |
Tastenkombi? |
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74 -
Disable Color Management In the Shading tab disable the Color Managment. Otherwise Blender would calculate the wrong colors depending on your system, but we need a neutral result. |
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75 - Choose Bake Mode Select Textures as Bake Mode, so Blender will bake the three textures you defined into the resulting image. |
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76 - Enable Clear This has no effect on the baking result. But it is better while watching the baking process and for assessing the result. If disabled Blender will set the image in the UV/Image-Editor to black before each baking. |
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77 - Disable Margin Set Margin to 0. If set to 1 or higher Blender would make a post-baking process to overlap the image border with set pixel range. But you need to have the result exactly fitting into the 64*64 px image. |
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78 - Bake UV-Map Now press the button Bake. You will get a result in the UV/Image-Editor with the typical rainbow colors. If it is different like shown here you made something wrong. Hint: If you deform the object later it can happen that the bake result shows black triangles. That happens when vertices are too close to each other, so their faces collide. The poles of a sphere are a good example. One half of the quads don't receive light, so when they get baked into triangles one will be black. To avoid this select the relevant vertices and press W>Smooth. That will open the poles a little bit. After baking you can undo this step again. |
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79 - Save Template You should save now your work, e.g. as template.blend. From now you only have to open this template, deforming the cylinder as you like and bake it again. Save the UV-Map as TGA-File and upload it with lossless compression to Second Life or OpenSimulator. That's all! Alternativ kannst Du das Template hier herunterladen: template.blend Hint: If you like you can download the template.blend. |
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80 - Deform In Edit Mode |
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81 - Proportional Editing Mode Tab to enter Edit Mode. Press O to toggle Proportional Editing. Mousewheel to skale Falloff Size. Try different Falloff Types. |
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82 - Deform In Sculpt Mode Switch to Sculpt Mode Enable Tools bar with T. Enable Front Faces Only. LMB to Edit |
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83 - High Precission Sculpts Leave Edit Mode Properties>Transform>Dimensions: 2.55*2.55*2.55 Properties>Display> Scale: 0.0255 Subdivisions: 1 Move Object, so the leftmost vertice is on the Y-axis, the foremmost on the X-axis and the bottommost on the X-axis. Go into Edit Mode. Select problematic vertices. Mesh>Snap>Selection To Grid regarding LOD, cogs, ... |
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84 - Fractional Sculpts e.g. flowers, fern, piano forte padels, ... |
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85 - Move Sculpt Center e.g. candle with wick exactly at object center for fire particle emission. |
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86 - Bake Sculpt Map |
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87 - Save Sculpt Map | |
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88 - Setup Shadow Map evtl. at first adding a subsurf modifier to get a higher mesh resolution and to avoid hard edged triangles in the bake result. Create new image: Shadow, 1024, 1024 Plane under Object Leave Edit Mode World: Enable AO World>Gather>Samples: 20 Render>Bake: Bake Mode: Ambient Occlusion Normalized Bake ...takes a while... save image as Shadow.png Switch to Textures |
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89 - Bake Shadow Map |
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90 - Save Shadow Map |
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91 - Create Image Enter Edit Mode Add New Image: Colors, 1024*1024, <0, 0, 0.25> OK Leave Edit Mode |
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92 - Texture Paint Hide plane Change to Texture Paint mode evtl. switching on the color palette: http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Paint/Palettes Hint: http://wiki.blender.org/index.php/Doc:Manual/Materials/Vertex_Paint |
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93 - Paint On Texture in UV/Image-Editor: Enable Image>Image Painting Optimize the texture |
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94 - Save Texture Colors.png |
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95 - Combine AO & Colors Enter Edit Mode Add New Image: Texture, 1024, 1024 (or less) Material Buttons: Click F to keep this material Colors Add New Material: +, Texture Disable Vertex Color Paint Texture Buttons: Disable old textures Add New Texture: Colors, Image or Movies, Image: Colors, Mapping: UV, Influence>Blend: Mix Preview: Material, Preview Type: Plane Add New Texture: Shadows, Image or Movies, Image: Shadows, Mapping: UV, Influence>Blend: Value Change Influence>Color: 0.9 Render Buttons: Bake>Bake Mode: Textures Bake Save texture as texture.png |
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96 - Specularity | ||||||
97 - Water Mark For Sculpt Map evtl with Render>Stampsss |
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98 - Upload all textures |
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99 - Set Sculpt Size |
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100 - Create more templates: Gehe nun das Tutorial auch für andere Grundformen durch. Das für den Zylinder erstellte Material kannst Du dann einfach mitverwenden, so ersparst du dir viel Arbeit. Hier als Beispiel ein paar Angaben bzgl. einer Sphere: 32*34 Pole entfernen => 1056 Vertices Front-View Alle Vertices markieren Kugel einmal nach rechts drehen (Num6) Unwrappen: Sphere from View Layout Clipped to Image Size einpassen Neues Image: 32*32px Snap to Pixels |
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101 - Lossless Compression on Upload | |
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Lob & Tadel bitte über
das Kontakt-Formular auf www.torsten-funk.de. |
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