FrankFamily Posted January 26, 2017 Share Posted January 26, 2017 " I have to sculpt the high poly model, then bake my normal map texture, then export it to gimp right?" Generally, yes, there are alternatives though, you could make a height map by hand and convert to a normal with things like crazybumo or NDO (there is some info about this workflow in the polycount link i provided before) but, still, its recommended to overlay this generated details onto a base or "smoothing" baked normal map. Which workflow is faster depends on the asset. Flattening is about layers, every image still has the 3 channels, red green and blue whose combination makes up color, or in the case of the normal map each represents a direction. What do you mean by "apply the image" when it comes to uv maps? Link to comment Share on other sites More sharing options...
yarddogg77 Posted January 27, 2017 Author Share Posted January 27, 2017 (edited) In the blender turials you alomst always have to apply a material and assign an image to it. Supposedly it's supposed to be the texture after UV unwrapping, butI'm beginning to think blender isn't the way to go. I need to find better info. The high to low poly normal maps from blender look great, but the uv maps keep looking like crap, it's starting to annoy me. I'd hate to have to get another program just to make a good uv map. I may be looking at this wrond, maybe the uv map isn't meant to be a color texture. I don't know. Blender language is completely different andI think most people use it for other things. The export to nif option certainly doesn't work right now either. I've got the objectsin the game, now I'm watchin nightasy tutorials to learn how I can make them glass like, so I'm getting close. Hopefully I can add some animated glow maps too. Edited January 27, 2017 by yarddogg77 Link to comment Share on other sites More sharing options...
FrankFamily Posted January 27, 2017 Share Posted January 27, 2017 The uv map isnt a texture, its the coordinates that tell the program how to plzce the texture on the model. Blemder making you choose an image before unwrapping isnt really important, just choose a checkboard pattern to display distortion, then you unwrap your model, export it and additionaly export that uv map as an image (that option must be somewhere, if not just make a screencapture and crop it, its just so you know where to texture what) to then build your texture using it as reference in gimp. Random example from google, the uv mmap is the orange stuff on the left, the image behind could perfectly be a checkboard pattern, it is by no means meant to be the final texture, that would be backwards. http://www.edy.es/dev/wp-content/uploads/2011/12/Blender_Unity3D_Texture_UV_Mapping.png Link to comment Share on other sites More sharing options...
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