![]() It's just that the viewport shading is very limited currently. This is not necessary for blender's renderer to see your textures. If you selected the "Merge materials by diffuse maps" in your collada export settings, or if you used the Khalibloo panel's "merge materials" option, you should have to do repeat the process only a few times in the uv editor, change the image to the texture image relevant to that material (eg. the corresponding uvs should show up in the uv editorģ. the face material) and click the "select" button below. After that a new window will appear with the Export Options for selected file format. In this window you need to choose the directory where your exported file will be stored, its name and most importantly what file format it will be saved as. ![]() in edit mode with no vertices selected, select the material (eg. With the character selected proceed to the File > Export. split the 3d viewport and change the new one to the uv/image editorĢ. ![]() ![]() To make the textures show up on the viewport's texture view mode, you need to assign the texture images to the UVs.ġ. There's a material setup button that handles most of the basic material settings. Outside links are sometimes deleted on these forums so copy, paste and make the fixes to make this a link if you'd like to read more. Wiki (DOT) blender (DOT) org/index.php/Extensions:2.6/Py/Scripts/Modeling/PrintToolbox If you collect your materials and report them into Blender you will need to make some adjustments depending on the rendering engine you use, either Blender or Cycles or LuxRender or whatever.Ĭasual has a script to export from Studio to Blender Cycles if you're looking to render a scene.īlender has a tool for 3D printing and you can read about it here. The blender export settings appear to be a legacy thing and the Z & Y flip should be set back to normal, but I think the scale is correct for a 1:1 size relationship, otherwise export at whatever size is good to work with in Blender and export back into Studio and adjust as needed either at the scale setting in the import dialog of Studio or after you import the object into Studio itself, or use a combo of both which is what I end up doing at some point.
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