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Posted

Added a palette material we could share across objects to get a uniform colour scheme (which could be changed in an instance) and would reduce draw calls, reduce memory usage and increase render speed (I believe).  Also updated the tree slightly and now using this palette.

 

low_poly_pallette.thumb.png.ca41fcdee26dee852958b86056911749.png

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Posted

In Blender have a UV/Image window on one side (left) and a 3D window (on the right). Do the following:

  1. select the object
  2. Tab into edit mode
  3. CTRL-A to select all or select the faces, or click select  the faces you want to assign a colour to.
  4. Press U to unwrap and select Unwrap
  5. Scale down the unwrapped faces which will appear in the UV/Image window a few times so they are really small and fit within the coloured square of the colour you want the faces to have.

You also need to make sure you have the 3D view in material view and you need to create a material with an image map of the UV image texture.  This bit can be confusing if you are not familiar with materials but if you mess around in the texture tab and material tab you should figure out how to do it.  The image in the UV image window you load from the low poly one in Material/Simple .   When you export your model you will probably need to set the material in Leadwerks again on the model as I think it will not have selected the shared one in Material/Simple  but instead expects to see it in the same folder as the export.

That confusion might be a bit confusing.  If so I can probably catch you on Discord, though I may be at work. Not sure on your timezone.

 

 

Posted

yeah....the png is there for you to load up as a texture that other programs can use to position UV's.

Path in repo is forth/Materials/Simple/low_poly_palette.png

Not sure exactly what you want to do.  I have 3D Coat but sadly I've not really got my head into it very much if you have any specific requirements.

 

 

Posted

In general if you want something to have a colour you need to select those faces in a 3d program and shrink them right down so they fit in the tiny square.  Shouldn't really matter how you've unwrapped it as long as it's located in the small square of the colour you want.

Posted

Thanks just worked it out.

For anyone else wanting to know.

In 3D Coat select to color picker in the paint work space.

Select "IMG" in the color palette menu.

Click "select tab" and navigate to the image file location.

Your image is now available as a color palette.

  

Posted

In the model editor you should reselect the correct material to make sure it is set up for the Simple/low_poly_palete.png  material

 

assign_low_poly_map.thumb.png.84bdf0b4373e03f0dca0f491b1a72f40.png

 

If still problems then it's probably that Blender might not have fully been setup to setup the material texture against the UVs.  If you can see the model in blender with the right colour on faces then it is should be mapped correctly.  See the image below of your model showing the colours and little uv'd faces on the low poly texure on the UV/Image view. Maybe check over the texture settings on the right, below making sure mapping is set to UV not generated. If you are in cycles then probably a bit different.

 

blender_texture.thumb.png.fbaa38639f2e06bf04e1fb5bd0434fd6.png

 

Here is the model 'detector_mdg_test' in leadwerks after reselecting materials/simple/low_poly_palette.png

 

leadwerks_reselect_texture.png.84ecac2ea26795d18032af456d369f7b.png

 

You can delete the detector_MDG_TEST files when you are done with them when you want.

 

 

 

 

 

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