View Full Version : Blender Head
08 August 2003, 06:01 AM
Ok, take a look at the picture, you will see what i'm on about.
I'm new to blender. It's the first piece of 3d software I've used. I'm getting into head modelling. There are two main issues for the model.
* The hair texture (i've added it to the image aswell) isn't sitting right. It's in sphere mode, as you can probably tell. I want the texture to be running nicely down the hair, making it look nice and real.
*Secondly, the freakles, etc are just an image, but it isn't wrapped around the head. It's just on there like any other texture. I need to know how to wrap a whole face image around the head, with the seam at the back.
Add any other comments also of stuff i can improve on.
08 August 2003, 01:00 PM
If you want to control the texture exactly you should use uv-textures.
But maybe it will also help you to rotate your object-axis or use an empty for texture projection (the greeen buttons in the material properties, select object and type in the name of the empty in the empty button behind it)
08 August 2003, 06:56 AM
Thanks for the tips.
Does anyone know how to make a flat image of a mesh? Like if a head was unzipped and layed flat as an image - which can then be textured and UV wrapped on the 3d mesh. I'm sure you can do this in other programs, i'm just don't know how to do it in blender.
Here's what i mean:
08 August 2003, 04:51 PM
In face-select-Mode press u.
then you can choose between different unwrapping-methods for the selected faces.
But I don't think you can get such a result with this method.
So you will probably have to do it manually:shrug:
08 August 2003, 05:49 AM
Hey thanks Kartoffel the U key is great.
A few more questions:
How would I do it (make a flat image of the head to use as a guide for doing texturing) manually?
And also, how do i switch the side of a face the uv texture is on?
Can I make the texture double sided?
Is there some way I can edit the face normals?
Here's an updated hair image:
08 August 2003, 07:38 PM
you can use blenders standard uvmapping, but the sphere isn't soo good.
the is a free small programm
steve cox's uvmapper that works very well.....
and do a search
oh here it is, the classic is all you need
to use it with blender first you must export the mesh using one of the various exporters, .obj look in the python scripts section of elysiun for the latest,
anyway it's easy enough
2)open in uvmapper
3)save texture map
4)save model (next name to stop confusion)
5)in photoshop/gimp or psp whatever, use layers and create your colour/bump and spec maps.....
6)import the model .obj into blender
7)enter face select mode, load your new texture,done.
oh in edit mode you can "flip normals, button right of centre,and there is a double sided button more to the right.
checkout the forums on elysiun, everything is there in more detail
a very rough example
I made the uvmap very big so piexls on image will be small etc, so this is just a scaled/cropped image
09 September 2003, 11:29 AM
Ok, i've downloaded the UV mapper.
I've found this http://vmx.cx/blender/python/n3dexp.py python script to convert to .obj . It dosen't work!! I'm not great with scripting and python, but I'm sure that somthing has changed in on of the newer releases, making the old scripts corrupt. I'm also sure that people don't put scripts that don't work on the net, unless they want to really annoy people like me. Is there some way of fixing this? Can someone take a look at the script, or give it a try, and post your results.
There is one line that says:
import Blender210 as Blender
This is the first problem it hits. "No module named Blender210"
Thanks alot for all of your help.
09 September 2003, 02:03 PM
crikey that's an old script :)
which version of blender are you using?
do you have python loaded, which version?
you really need to checkout
think this should work with 2.28 &2.28a
oh yeah, with uvmapper (read the instuctions, but I think they left this out?)
once you import the .obj mesh/model a warning will come up, good everything is ok, just click on
edit, new uvmap, sphere.
09 September 2003, 11:29 PM
Cheers man. I'll check out the script when i get home. :thumbsup:
I use blender 2.28 and python 2.3. I'm just not familiar with the changes in the scripting side of things. I just looked for a to .obj converter. :shrug:
09 September 2003, 01:17 PM
Jezait, you should be using Python 2.2 with Blender. 2.3 is not fully integrated yet. If it works I guess it's fine, but if you start getting errors, you might want to uninstall, and get 2.2.
10 October 2003, 03:14 AM
Yeah, thanks for that.
I'll download it.
10 October 2003, 12:27 PM
If you succeed with the .obj conversion please let us know... I've been looking for an OBJ script that actually works on 2.28x ;)
10 October 2003, 10:14 PM
Apolux, The object/import script by Chris Lynch(?) was comverted by jms to work with 228. Here is a link to the python script list where you can find both the original and the update version. I tried it and it works on 228 for me anyway.
10 October 2003, 12:37 PM
the i/o obj script is updated for 2.8!
it works perfect!
10 October 2003, 04:35 PM
Thanks guys! :thumbsup:
10 October 2003, 06:27 PM
i think exporting mesh into DXF and loading into LithUnwrap could be possible.
01 January 2006, 12:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.