Metaseq Projection tutorial

#1
Hello.
Image projection in metaseq.
Enjoy!

Please see my latest tutorial here.

How to unwrap and bake textures in Blender

Step 1

[Image: step1bs.jpg]

Make sure both obj and mat panels are available

In the mat panel, double click you're material.


Go to the ref tab and select your texture from the root folder.

Step 2

[Image: step2rr.jpg]

Go to the UV tab if not already there, and click the select all button.

Behind the object is the texture. hold down the right mouse button and move forward / back with the mouse to select projection distance.

You can shift the texture around the screen with the rmb.

Step 3

[Image: step3h.jpg]

Hit project.

Step 4

[Image: step4n.jpg]

To select another material, click on another material reference in the tab and select you're texture there if you havent already.

When a texture is loaded into that reference, you only need click on it once to bring it up in the UV edit.
In this model's case, the face textures are assigned to different materials in the tab. If you want to select a part of, say the handle, use the rope function to select it, and you can simply create a new material and go to selected -> set material to faces. When you do, you'l be able to edit it, in the UV panel.

If you want a material to be mapped straight, or sideways, etc, then rotate you're model first before projecting. Rotation in the UV editor is very hard to use.
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#2
Verdite
Just curious, what would be the poly count limit on an object such as that for it too work well in the game? And the texture needs to be 256sq?

cheers
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#3
I havent gone above 3000 for the items, and i think maximum on a single map piece is 2000.

However for a weapon like that you shouldnt be exceeding 900, because of the swing model... ive heard some people get lag with high poly swing models.
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#4
(2011-03-30, 05:10 PM)airflamesred link Wrote:And the texture needs to be 256sq?
Texture measurements need to be in powers of 2 (16x256, 64x128 etc) and 256x256 max, but you can use multiple 256x256 textures on a single model so it's not very limiting.


Good info Verdite, "project" is a useful tool :) ‎ 
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#5
Thanks John! Im glad to know my efforts are appreciated :)
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#6
Alright, I will be using this, thanks for the refresher Ben, hard to believe I havent touched meta in probably 2 years....and Ive lost it all =(

Oh well. ‎  Anyways going to try to make some custom items tonight from the KF series and post them...then later this week its ‎  to looking into the prf files etc to try and help along the custom animated stuff.
- Todd DuFore (DMPDesign)
Site Founder
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#7
work in progress :P

Im still pretty rusty, I will have to fix the colors, they are way too bright and the texture overall needs work, but at least I have it mapped properly!


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- Todd DuFore (DMPDesign)
Site Founder
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#8
I don't get the "rusty work in progress part". That looks ludicrously good!- does it have a big hole on the back or something?
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#9
Looks good Todd! I'll send those textures over soon :)
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#10
I dunno john, I guess to me it does not look up to par to the quality of stuff you and Ben and Madison are putting out, which is my goal, I want to make stuff that will fit in well with the better looking assets that people are starting to use.

I think eventually serious folks will want as high a res set of assets as they can get their hands on, and I would like to make the entire KF3 set available to them without them going "hrm thats soso".

I am sorry for being slow, but I wanted to get back in the swing of things in meta before I try to help on tackling animated models (after all what good is an animated piece of crap?)

John I am going to peek at a few things... according to Ben I unknowingly created some objects that 'billboard' in game and I want to figure out how the heck I did that...unless of course you already know?

A few questions for you guys...

#1 - John - what prf do you want to start with to figure out where everything works in it, an npc or an enemy? ‎  Just let me know which prf # to look at and ill map out what everything does.

#2 - Ben/John I am having issues projecting some textures...I want to easily grab both sides of a round handle so I try to select the objects before I go into the UV editing by using a brush selection, the trouble is when I get into the UV selection mode and try to map the selected faces to a certain material, the option is grayed out. ‎  If i deselect it, and then reselect it the hard way by shift + clicking each face I want to map while in UV it works fine. ‎  Any suggestions?

#3 - John, have you had any luck ripping models from say shadow tower and having the animation stay in tact in any type of editing software?
- Todd DuFore (DMPDesign)
Site Founder
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