Erikdeda1 Posted March 29, 2010 Share Posted March 29, 2010 Well how do you do it..I just don't get it..I look at the vanilla textures and look at mine and they look completely different...and mine doesn't work either... :sweat: If anyone could help me figure it out I would really appreciate it. P.S. If you want to see the files in question I uploaded them here: Help - Falchion Link to comment Share on other sites More sharing options...
Erikdeda1 Posted March 30, 2010 Author Share Posted March 30, 2010 Bump. :confused: Link to comment Share on other sites More sharing options...
mccrab Posted March 30, 2010 Share Posted March 30, 2010 I don't have Blender on this computer and I don't remember without it how it is done but when I get home in two hours I can give you an answer. Link to comment Share on other sites More sharing options...
Erikdeda1 Posted March 30, 2010 Author Share Posted March 30, 2010 I don't have Blender on this computer and I don't remember without it how it is done but when I get home in two hours I can give you an answer. Thank you, for your time :) Link to comment Share on other sites More sharing options...
LHammonds Posted March 30, 2010 Share Posted March 30, 2010 What exactly do you mean when you say "Texturing in Blender"??? Are you talking about trying to "paint" on an object inside Blender? If so, I'd recommend against doing that...that is what tools such as GIMP, Paint.NET, Photoshop and PaintShopPro are for. I think I have already linked to the video tutorial on how to "attach" a texture to a model in Blender. You could also attach normal maps and glow maps so you can see what it looks like inside Blender but you'd have to delete those before you export or you won't get a working NIF. The most you should be messing with textures inside Blender is creating a UV Map and exporting the UV Map (as a .TGA file) so you can import the UV Map in an image manipulation tool (such as the ones I mentioned above). Well, one other thing I do with textures is the use of a temporary texture to aid in the UV Map creation process. It is a built-in "UV Test Grid" texture which adds a bunch of checkerboard squares so you can make sure your model-to-texture sizing is proportional. Example - In the example I just provided, you can see that the squares are not proportional which means I probably need to tweak my UV some more. LHammonds Link to comment Share on other sites More sharing options...
mccrab Posted March 30, 2010 Share Posted March 30, 2010 Well LHammonds managed to answer first and the tutorial is pretty much the way I do it. Link to comment Share on other sites More sharing options...
Erikdeda1 Posted March 30, 2010 Author Share Posted March 30, 2010 Yep, that's exactly what I was looking for, thank you again Mr.Hammonds, sir. And thank you mccrab for trying to try. Link to comment Share on other sites More sharing options...
razorpony Posted March 31, 2010 Share Posted March 31, 2010 I have a slow internet connection so videos don't play well for me, but this tutorial helped me a lot when I was making my first sword: http://cs.elderscrolls.com/constwiki/index.php/Custom_Sword_in_Blender Gives a good start to finish rundown and you can print it out for future reference. -Razorpony Link to comment Share on other sites More sharing options...
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