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Can we make clothing texture with blender?

saltycandy Voom
Registered User
Join date: 23 May 2008
Posts: 2
07-21-2008 08:36
Hello.

I would like to make no-seam clothing.
So I know that blender is one of better tools for sculptie making.
And I can make sculp-object with blender, and when I make some sculp-textures, I can also unwrap UVmaps.

But, if I want to make clothings and some clothing object, I have to fit my upperbody's textures to lowerbody's textures.
When I make my own objects, I shall unwrap my UVmap, but when I want to make some clothes and fit the texture, the unwraped UVmaps are not same as SL original template.

If there are any tools to import SL template to blender, or to link UVmap from obj files(SL avater mesh) to 2d template, would you tell me?

I would like to make seemless clothing textures with blender and its plugin or so.

I use blender 2.46, photoshop CS3.
Thank you.
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
07-21-2008 09:40
I think your best bet would be to use Chip Midnight's clothing templates, and Photoshop (or Gimp is good from what I hear), to make clothing. I'm not familiar with the texturing capacities of blender, but I'm guessing it's not nearly as powerful as an enterprise image editor like Photoshop or even the freebie Gimp. Photoshop and Gimp provide the necessary tools to do things like shading quite easily.


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Sioxie Legend
Obsessive Designer
Join date: 11 Nov 2006
Posts: 168
07-21-2008 13:51
ok - so I'm about to break your heart, but here it goes. The UVW mapping makes it impossible to make a truly "seamless" texture with a tiling bitmap. Sorry but that is just how it works. Chip has the techy answer but I have tried and tried with Max, to no avail. However - you can create a fascimile of a seamless pattern by using AVPainter and the stamp tool or Zbrush and the projection master or BodyPaint and it's stamp/clone tool to make the textures look seamless. You do this by "stamping" or "projecting" the image or piece thereof onto the av mesh until it looks like it is seamless. There is no easy workaround and there is no easy answer.

You can try Blender but any tiling texture you apply will stop and end at the UVW mapping seams. Procedural mapping aside - I'm not even sure Blender does procedural, but those are a whole different ball of wax and do not act like a bitmap when you apply them.

Or you could do it the even harder way by matching up your seamless tile on the templates provided by Chip and Robin (yeah that is REALLY fun).

I honestly don't know why everyone is so obsessed with seamlessness in SL on the Avatar - I mean really, take a look at your clothing and tell me that the pattern is absolutely seamless. The only items in RL that are seamless are T-shirts and items that have been knitted in a loop to create the pattern - otherwise the clothing has seams.
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saltycandy Voom
Registered User
Join date: 23 May 2008
Posts: 2
Thank you for your post!
07-22-2008 07:48
>Sioxie Legend
>Johan Laurasia

Thank you for your post!

I see.
I can make some clothes with photoshop, and I also use blender now.
Of course I think to make clothing textures with photoshop or gimp or fireworks, so on.

But, I tought that if I can relate UV maps in blender to SL template mesh positions, I will drow the seemless clothing textures to first blender UV maps with photoshop, and import the first texture to blender and put the second SL template texture to image.

Now, I can import SL obj file(avater mesh) to blender and develop first UV map from avater mesh in blender, and drow the textures to the first UV map. And I also have SL template files. If I can link the first UV mesh position to SL template mesh position, it is so nice to make seemless texture...

I do not need to make texture itself in blender. But I need to have seemless mesh to drow something...
It seems to be so difficult...
Sioxie Legend
Obsessive Designer
Join date: 11 Nov 2006
Posts: 168
07-24-2008 06:48
I have tried to create what you are talking about - there is a way to project one uv map to another but what you get is "stretched" patterns. You could apply a cylindrical, sphere or flat uv map to the SL Avatar mesh in blender or a number of other programs, but like I said it will look stretched in places and not all that great. From there you can project that texture onto the SL UVW mapping and bake your texture, this is actually easy to do and only requires a few steps but you do need to be rather adept at understanding and creating baked textures.

Since you are using Blender - I really don't know if it is capable of what I just described. I know that 3DS Max and Maya and Lightwave have that capability so Blender will probably be able to as well.

Look up "texture mapping in Blender" or "Blender UVW mapping" or "Blender seamless texture" on google and you are bound to find some tutorials that reference how to accomplish setting and projecting your maps.
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Seshat Czeret
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Join date: 26 May 2008
Posts: 152
07-24-2008 22:45
From: Sioxie Legend
I honestly don't know why everyone is so obsessed with seamlessness in SL on the Avatar - I mean really, take a look at your clothing and tell me that the pattern is absolutely seamless. The only items in RL that are seamless are T-shirts and items that have been knitted in a loop to create the pattern - otherwise the clothing has seams.


I'm going to shock you, then. :)

I carefully paint my clothing so that the avatar seams are as close to invisible as I can make them: and then I paint clothing seams onto them. Or rather, the shadows and highlights and such that emulate clothing seams.

The clothing seams aren't in quite the same places.
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Nalates Urriah
D'ni Refugee
Join date: 11 Mar 2008
Posts: 113
07-25-2008 05:32
Getting clothes looking right and paterns extending across the AV's seams can be a problem.

I use Blender mostly to check the result of my work. I can see the stretch & seams and compensate in Photoshop. Blender's is not a perfect SL render but close enough.

In Building Tips there is a long thread titled Blender Sculptie Importer - Attached

As it progresses much of the discussion is on building UVMaps to texture the sculpties. There are links to video tutorials on unwrapping models and creating textures. You will see that SL uses a special UVMap for texturing an AV.

I understand some people use Blender's UVPaint to paint directly to a copy of the SL UVMap. One can paint on the AV and have the result appear in the UVMap, which can then be imported to SL.

Personally I don't see and easier way to avoid seams and stretches than the clothing templates provide...:(
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
07-30-2008 15:33


If you combine that with Gaia's tutorial on texturing the sculptie helmet, you should be well on your way :)