This has actually had me stuck for a long while now, and that's model/mesh texturing. In a perfect world, I feel like you should be able to just directly paint onto the 3d object and save it as a texture file to use later. That's probably an option for the really high-end stuff, but when you use the free stuff beggars can't be choosers. I've known for a long time it's possible though, and it involves this thing called UV Mapping. I don't quite get all the technical bits about it, but the important part her is that UV maps take 3d objects and flatten them out into 2d schematics. Those 2d pictures are what you use to create textures on/with.
For a while, I thought I could get away with not doing it. I thought maybe if I could get clever enough I could make my models efficient enough that I could just do a simple material instead of a full texture. That doesn't work though, and at it's best it still wouldn't look that great. It doesn't help that it looks like it should be incredibly easy. Blender has a button that says 'Unwrap to UV' and another to 'Export UV map to png'. Over in Unity, you can apply a texture with a regular drag-and-drop directly onto the model.
I can't count how many weeks I've been stuck on trying to get this to work. Only right now do I think I may have finally cracked it, so here we go. Right now, I'm using the Y-Frame from the Unicycle as my experiment. It's a custom mesh made of 2 separate pieces overlapping. The top bar (the seat would be connected to the top) is a cylinder that flares at the bottom. That opening is normally hidden by the bottom half, which is another cylinder that's been elongated, bent into shape, and the ends have been tapered off where the axle for the wheel would go. Looks like an upside-down tuning fork.
It's also the front half of the bicycle. |
The answer to my problems is a single button that says 'Mark Seam'. It's not very descriptive on it's own, but it does exactly what it says. You pick out a line of points and click that button to create a seam in the object. Then when you go to unwrap it, Blender has a point of reference for how to unwrap it. I don't think there are any specific rules regarding how you're supposed to mark of the seams, like if you're supposed to open it top-down, or sideways, or whatever, so I went with what made the most sense.
You can ignore that one grey square. That's some dumb Blender thing. |
That's a top-down view of both separate pieces of the frame. Now from here, I can export it as a png and use it as a texture template. This is extremely helpful if you have super hi-poly models, because you can craft intricately detailed models, flatten them out, save that texture, then paste it on a low-poly model to make it look identical. I haven't gotten that far yet, but I don't think I need to right now. My current vehicles are already low-poly and look well enough. It'll probably more important later when I start working on level art and assets.
Anyway, now that I have this uv map, I think I'm supposed to export it to Gimp, paint a texture file, save it, bring that back over to Blender, and replace the 'blank' uv map with the painted one. I'm still a bit fuzzy on details, but if this works it'll be a huge breakthrough. I still have to deal with getting it to work in Unity, but at least things are moving in the right direction.
There is still one other annoyance I need to solve in Blender. One of its options lets you split the screen up in many different ways, and each panel can be any combination of Uv/Image editor, Render Viewer, Animation Console, Default Workspace, and several other such choices. It's pretty handy and sometimes mandatory. The problem is that each window can be resized or created, but not deleted. Furthermore, if you shrink the window at all the other window(s) don't move to compensate, but instead just create a duplicate window. You can sort of resize it to almost-zero, but not really. The only way I know to fix it is to just save everything and restart Blender. Seriously, look at this mess. That's about a dozen different window panels of the SAME THING. Ridiculous. I wish I could say that that's the only time it's happened to me. Today.