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Convert UV layout...


ChaoticBlizz

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Hiya. This is not a request for a mod per se; it's more along the lines of a tweak, actually. And before I begin, let me say this: I'm not stupid, but I wouldn't be asking for this if Blender wasn't so damn newbie-unfriendly.

 

Well. I have been attempting this for way too many hours to count. I'm trying to follow the relatively simple tutorial throttlekitty offers here in order to use some great face textures with Head06. Unfortunately, there seems to be only so much a newbie can intuitively understand when it comes to a Blender tutorial. :wallbash: The tutorial explains how to use Blender to convert UV layouts and thereby make Texture A usable on Head Mesh B. Ultimately, I want to be able to use the face textures from Ozmo's High Rez Skin Textures with Head06. Can anybody help me? Honestly, if you could even point me to an easily followable tut...

 

Heh. Of course, I would still be super thrilled if somebody wanted to do this for me. :biggrin:

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Yes, I did follow the thread, and you're right about xNormal; I suppose it's time for another (attempted) learning curve. Oh, well. Life wouldn't be interesting without those. *sips coffee and prepares for a staring contest with the computer* :)

 

EDIT: Well, you're right about what the thread says... however, I can't seem to find anything regarding baking textures using xNormal... *sigh*

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  • 2 weeks later...

I just had a look at xNormal's texture baking, looks pretty straightforward.

Check the basic tutorials for the basic setup for normal mapping, it's just the same; load high and low poly models in the appropriate slots. In this case, use the vanilla head for the 'high poly' and Head06 as the 'low poly' (source gets baked to target)

 

In the baking options, only check Base Texture, and you should be good to go. If you get any bake errors (shouldn't though, the two are closely matching enough), you may have to go back to the low poly/Head06 and adjust the ray distance, or go with xNormal's cage editor.

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  • 1 month later...
I just had a look at xNormal's texture baking, looks pretty straightforward.

Check the basic tutorials for the basic setup for normal mapping, it's just the same; load high and low poly models in the appropriate slots. In this case, use the vanilla head for the 'high poly' and Head06 as the 'low poly' (source gets baked to target)

 

In the baking options, only check Base Texture, and you should be good to go. If you get any bake errors (shouldn't though, the two are closely matching enough), you may have to go back to the low poly/Head06 and adjust the ray distance, or go with xNormal's cage editor.

 

 

Aaaaaahhhhhh... :thanks: I'll give it a go, and see how it turns out. I'm not sure why, but my brain was refusing to accept that there was a way to use xNormal for this. Just... one more question, if either of you/anybody at all would be so kind - how do I get the mesh into xNormal? From what I see, it doesn't handle NIFs.

 

EDIT: I had a total epiphany, and I don't need help any more! :D I think I finally got it! I guess it's time to find out if I've actually learned anything.

 

EDIT: Err, so, the epiphany wasn't as complete as it ought to have been, being an epiphany and all... *rolls eyes* I figured out how to get the meshes into xNormal, but the problems pile on when I try to figure out the correct settings. I've tried finding tutorials to help me out, but the only ones I can actually find are video downloads from xNormal's website. And none of them seem relevant. Wait - I lied. There's also the gigantic pdf that comes with xNormal. So I guess it wouldn't hurt to take a look-see. *stumbles forward blindly*

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So. I've failed again in my attempt to understand exactly how to do this. I understand the basic concept, but I can't seem to get any of the details quite right. Is there anybody who could give me a hand with this? Perhaps point me to a specific tutorial, or write up a mini-tutorial of their own for me? Help would be immensely appreciated, no matter the source. I just want to learn this already! :wallbash:

 

EDIT: I lied. Apparently, in my desperation, I figured it out. Well, I got a start on it figuring it out, at least. Thanks for taking the time to offer your advice, throttlekitty & LFact. I know I must have sounded totally obtuse for the most part, but I promise, I am learning, a little bit at a time!

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