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Are there updated tutorials?

Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
02-01-2010 11:01
I am trying to follow these tutorials about texturizing sculpted prims:
http://blog.machinimatrix.org/2008/05/12/blender-surface-textures/
http://blog.machinimatrix.org/2008/09/01/texturizing-with-multiple-images/

The tutorials are made for Blender 2.47 and doesn't seem to work for Blender 2.49b
What can I do to overcome this? Are there any updated tutorials somewhere?

The software I use:

Python 2.6.4 final
Blender 2.49b
primstar_1.0.0
WinXP
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From Studio Dora
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-01-2010 11:06
Slowly but steadily i am working my way through the tutorials and i am going to update them one by one. At the moment i have the first tutorial almost ready, but i want to complete all (4) basic tutorials before i release them. Otherwise you will get stuck in the middle of nowhere and that may be very frustrating...

From: Dora Gustafson
The tutorials are made for Blender 2.47 and doesn't seem to work for Blender 2.49b
What can I do to overcome this? Are there any updated tutorials somewhere?

The software I use:

Python 2.6.4 final
Blender 2.49b
primstar_1.0.0
WinXP
I am using exactly the same combination of software as you report. I checked that the tutorials also work for blender-2.49b and somehow i must overlook something. Can you please tell in more detail where you see deviations ? It must be something very subtle or very obvious but i just don't see it :(
Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
02-01-2010 11:18
From: Gaia Clary
I am using exactly the same combination of software as you report. I checked that the tutorials also work for blender-2.49b and somehow i must overlook something. Can you please tell in more detail where you see deviations ? It must be something very subtle or very obvious but i just don't see it :(
Then it must be me that can't read the tutorial and one thing is for sure, I don't have a deeper understanding of the way blender works with those additional UV layers. Anyway I have not yet managed to come up with a baked texture that fits on my sculpty:) I must try again even though I did it both tutorials 50 times already:)
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-01-2010 11:21
If you would tell at which location you see the first deviations, i could give you more help...
Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
02-01-2010 11:53
In this tutorial:
http://blog.machinimatrix.org/2008/09/01/texturizing-with-multiple-images/
are the steps:
From: someone
Go to the edit-pannel and switch the original “sculptie-map” back to :

active and rendering UV-texture.

Now blender knows, that the image source has first to be de-coded
according to the projection-map.,

and then re encoded according to the sculptie-map.
And this is exactly what we wanted to achieve.

Now create a new image, use 1024 pixels for width and height,
or any other convenient texture-size which works for you.
and then bake the texture.
Go to Render, “bake render meshes”, “texture only”.
At this point I get this error: "no image found to bake to"
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From Studio Dora
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-01-2010 12:03
From: Dora Gustafson
In this tutorial:
http://blog.machinimatrix.org/2008/09/01/texturizing-with-multiple-images/
are the steps:
At this point I get this error: "no image found to bake to"
ah! I think that is different in older versions of blender... I am so used to this quirk that i do the now necessary steps without noticing. Sorry for not seeing this! Here is the correct way to do it:

1.) Go to the edit-pannel and switch the original “sculptie"-map back to :

"active and rendering UV-texture"

Now blender knows, that the image source has first to be de-coded according to the projection-map and then re encoded according to the "sculptie"-map. And this is exactly what we wanted to achieve.

2.) go to edit mode and there select all vertices
3.) Now (while still in edit mode!) create a new image, use 1024 pixels for width and height, or any other convenient texture-size which works for you.
4.) then bake the texture: Go to Render, “bake render meshes”, “texture only”.

That should do the trick.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
02-01-2010 13:01
From: Gaia Clary
1.) Go to the edit-pannel and switch the original “sculptie"-map back to :

"active and rendering UV-texture"


It's generally best to leave the "sculptie" UV layer alone. For texture baking you should add a new layer in object mode (so it's a copy of the "sculptie" one) and leave it named "UVTex". Create a new image for this layer as you described.

You then use this new "UVTex" as the target for the texture baking and you won't lose the sculpt map image assigned to "sculptie". The export LSL feature looks for both "sculptie" and "UVTex" and will generate the LSL to create and texture the sculptie if both are there.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-01-2010 14:38
From: Domino Marama
It's generally best to leave the "sculptie" UV layer alone. For texture baking you should add a new layer in object mode (so it's a copy of the "sculptie" one) and leave it named "UVTex". Create a new image for this layer as you described.

You then use this new "UVTex" as the target for the texture baking and you won't lose the sculpt map image assigned to "sculptie". The export LSL feature looks for both "sculptie" and "UVTex" and will generate the LSL to create and texture the sculptie if both are there.
Which prooves that it is high time to get along with the new tutorials ;-) Apologize that i am somewhat slow here. Jass-2 and a major rework of our tutorial-tools had higher priority until now. But i will be back to tutorial making within this week ;-)
Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
02-03-2010 11:24
From: Gaia Clary
ah! I think that is different in older versions of blender... I am so used to this quirk that i do the now necessary steps without noticing. Sorry for not seeing this! Here is the correct way to do it:

1.) Go to the edit-pannel and switch the original “sculptie"-map back to :

"active and rendering UV-texture"

Now blender knows, that the image source has first to be de-coded according to the projection-map and then re encoded according to the "sculptie"-map. And this is exactly what we wanted to achieve.

2.) go to edit mode and there select all vertices
3.) Now (while still in edit mode!) create a new image, use 1024 pixels for width and height, or any other convenient texture-size which works for you.
4.) then bake the texture: Go to Render, “bake render meshes”, “texture only”.

That should do the trick.
I am sorry to say that this doesn't help me.
I can give you more to go on, on:
http://blog.machinimatrix.org/2008/05/12/blender-surface-textures/#more-12
in Preparing the transformation
in point 5 I can not find the 'texture type "image"'.
in point 6 I can not find either the 'combo box' or 'load button'
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From Studio Dora
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-03-2010 11:54
Below you find an updated text snippet fr0m the transcription of the tutorial. You will have to follow each step until you succeed. For instance, if you do not create a new texture as proposed, then you will not see the texture type selector. And hence you also can't load an external image, and so on...

The video goes through the whole process and shows exactly what you can expect to see. This has not changed since blender 2.48 i believe. I admit that it is not a very easy process, but you can get used to it ... So here is the new snippet (also updated on our blog):

Preparing the transformation

1. Check that we are in textured mode, Then we can see how the helmet will look alike at the end of the process.
2. And now lets take the final step. We will create a material.
3. Go to the material pannel. (Shading F5)
4. In the tab, "links and pipeline", add a new material.
5. Now go to the texture-pannel (Texture buttons F6) . and then add a new texture. After you have added the new texture a few mor input fields and buttons open up. Locate the texture type field and change it fr0m "none" to "image" Now even more tabs and control buttons open up
6. Go To the "image" tab (at the right) and load the texture fr0m file. Here we load the texture fr0m the file system. Note, that we also can select it fr0m the combo box, left to the load button.
7. Now go back to the material buttons pannel . There locate the rightmost tab set, switch to "Map Input". This is the moment where we connect the 2 UV textures. Now click on the UV button. This tells blender to use the UV coordinates as texture coordinates. And finally type in the name of the texture you want to use as input. Remember, this is the name of our surface texture.

go to the edit-pannel and switch the original UV tex back to active and rendering UV texture.

Now create a new image, use 1024 pixels for width and height.

And then bake the texture: Go to Render -> bake render meshes -> texture only.
Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
02-04-2010 05:04
From: Gaia Clary
Below you find an updated text snippet fr0m the transcription of the tutorial. You will have to follow each step until you succeed. For instance, if you do not create a new texture as proposed, then you will not see the texture type selector. And hence you also can't load an external image, and so on...

The video goes through the whole process and shows exactly what you can expect to see. This has not changed since blender 2.48 i believe. I admit that it is not a very easy process, but you can get used to it ... So here is the new snippet (also updated on our blog):
Thank you so very much. I finally succeeded. Adding the function keys: F5 and F6 helped me a lot. They reduce the risk of not finding the right panel.
Now I have made one UV texture right, so now I can make thousands;)
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From Studio Dora
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-04-2010 05:47
From: Dora Gustafson
Thank you so very much. I finally succeeded. Adding the function keys: F5 and F6 helped me a lot. They reduce the risk of not finding the right panel.
Now I have made one UV texture right, so now I can make thousands;)
Fine! I will take this as a hint for the future and update the tutorials accordingly ;-)