Random Mistwallow
Registered User
Join date: 28 Dec 2008
Posts: 1
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12-28-2008 14:04
I'm new to Blender, and I haven't had any luck figuring out how to bake lighting into my textures. The videos at  have been really helpful in learning the basics of Blender and understanding how to apply a texture to my object, but I haven't been able to find any step-by-step tutorials on how to render highlighting and shadows along with it. Anybody willing to point me to a resource, or clue me in? As a sort of add-on question: is there a way to make something look shiny with the baked lighting? Kind of like pressing the "shiny" button in SL? Which is to say, brighter/sharper highlights? Thanks.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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12-29-2008 16:35
From: Random Mistwallow I'm new to Blender, and I haven't had any luck figuring out how to bake lighting into my textures. The videos at  have been really helpful in learning the basics of Blender and understanding how to apply a texture to my object, but I haven't been able to find any step-by-step tutorials on how to render highlighting and shadows along with it. Anybody willing to point me to a resource, or clue me in? As a sort of add-on question: is there a way to make something look shiny with the baked lighting? Kind of like pressing the "shiny" button in SL? Which is to say, brighter/sharper highlights? Thanks. http://www.scifi-meshes.com/forums/dojo/1755-blender-faint-hearted-08-uv-texture-mapping-texture-baking.htmlhttp://wiki.blender.org/index.php/Manual/Render_BakeThe thing to remember with Blender is that it doesn't bake specularity (because it's view dependent), so to do highlights you have to fake them. In the material's textures, you can set the mapping type as reflection and use an image (or better still a hdri map) as input. This is a fast way to do shiny objects. For more subtle highlights, often the best approach is do a separate highlight material by using the color ramps to adjust a diffuse shader to get the look you want. You can either mix this with the real material in a nodes setup or just bake both materials and mix them in your paint program.
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Melon Huckleberry
THE GURU
Join date: 3 Jan 2009
Posts: 5
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02-24-2009 08:18
This is how my texture looks like, with fake highlights and shadows. http://img3.imageshack.us/img3/7973/cockj.jpgBut I have a problem. I used UV Unwrap from 4 views and saved the UV Face layout and started painting the texture in photoshop. Then I loaded it to blender and it looks just as it's supposed to look like. But I i need to convert that texture map to a different map that works in SL, how the hell do i do that? In the video above it just happens automatically and i tried but nothing happens to it 
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Kalel Venkman
Citizen
Join date: 10 Mar 2006
Posts: 587
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02-24-2009 08:39
Your basic problem is that while you can edit UV coordinates on your model, that won't translate at all when you import it into SL as a sculpty. The UV's are effectively "fixed". The only way you can control them is to make sure your actual vertices (or CV's) are as evenly spaced as you can make them on your model prior to export. Unfortunately, because of the way Linden Lab designed this process, there's no way to fix this.
The reason is that sculpties don't actually define geometry. The define deformation of existing shapes. That means that the UV coordinates are locked in place, though the vertices can be moved around somewhat.
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Poenald Palen
Registered User
Join date: 30 May 2008
Posts: 35
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02-25-2009 01:08
Um, on specular lights, reflections: I use a regular render from top, side and well, whatever view is needed. Then I cut the objct out real quick, not to important as to how close ect. and the wand select usually will work here. Then I use the Color->color to alpha menu option in Gimp. If you make the material black and render set the lights you are using to only put out specular light, then you can cut paste and iWarp or any other warping/stretching you wish to do. This is not always a great way and may actually be better to use as an addition to other techniques. I will have to try that stuff.
I am suspecting the UV unwrap is not of a Sl sculpty compatible mesh. Using domino Designs Scripts you can get blender ot add a SL specific mesh in a few primitave starting shapes. Then change it a bit, use th e UV unwrap and in that UV window find the "replace" options after you have rendered a sculpt map using the script render for SL. Use a larger image here, make a blank 256X256 in Gimp, or maybe a 512X 512. Then use that for working on ect. Save it as a different name and when done, save your little sculpt mape first! You really don't want to use a 512 X 512 sculptie, usually they take way to long to load and don't look any better, if not worse!!!
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Prajna Vella
Registered User
Join date: 27 May 2008
Posts: 59
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03-07-2009 12:40
From: Melon Huckleberry This is how my texture looks like, with fake highlights and shadows. http://img3.imageshack.us/img3/7973/cockj.jpgThen I loaded it to blender and it looks just as it's supposed to look like. But I i need to convert that texture map to a different map that works in SL, how the hell do i do that? In the video above it just happens automatically and i tried but nothing happens to it  Melon, there are some good tutorials over on machinematrix.org that will help you http://blog.machinimatrix.org/2008/05/12/blender-surface-textures/
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