|
|||||||
![]() |
|
|
Thread Tools |
|
||||
|
Perhaps useful:
![]() Try the script: http://jmsoler.free.fr/util/blenderfile/py/uvpaint08.py The official page : http://jmsoler.free.fr/didacticiel/b...ainting_en.htm - 08/27/2005 - Short keys Documentation KEYS M : display/hide GUI Menu D : Set/Unset Documentation S : Save current window content in a tga file Q or ESC : Exit T : Set/Unset Transparency L : Set/Unset lines E : Set/Unset outline B : Set lines color to Black W : Set lines color to white ARROW : displace model on UP/DOWN/LEFT/RIGHT side PADPLUS : increase ZOOM PADMINUS : decrease ZOOM HOME : cancel display modifs Mouse button RIGHTMOUSE : same as arrows
............................................
Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
||||
|
#1
|
||||
|
|
|
||||
|
yay that rules!!
............................................
Here's a nodes tutorial on Using UV mapping to define material values: http://blenderartists.org/forum/showthread.php?t=73088 And here's another nodes tutorial on how to do a custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989 |
||||
|
#2
|
|
||||
|
Could we maybe have a little more of an explaination?
Looks like a neat script. Yours always are, jms ![]() dante
............................................
germanSpeak: These are quite level. |
||||
|
#3
|
|
||||
|
since i have been wanting a feature like this, i will explain the usefulness as I see it.. Basically you could use vertex paint, also face select, to map out your 'paintjob' before doing an unwrap. say I have a head and i want to do a sphere unwrap on it. i do the sphere unwrap, and all of a sudden I have no clue which face is where, UV coord-wise. With this script that is no longer a problem. You will know exactly where your faces were unwrapped too, and they will be half painted already. Anyway I am going to try this out in one sec,...
<edit> ok, it works. cool! jms thanks!
............................................
Here's a nodes tutorial on Using UV mapping to define material values: http://blenderartists.org/forum/showthread.php?t=73088 And here's another nodes tutorial on how to do a custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989 |
||||
|
#4
|
|
||||
|
Excellent explanation.
New version, with abiliity to save a tga file. The quality of colors is not as good as we could hope for it because the GL_BYTE format returns only value between 0 and 127, not between 0 and 255. This value has to be multiplied by two. http://jmsoler.free.fr/util/blenderf.../uvpaint02.zip
............................................
Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
||||
|
#5
|
|
||||
|
actually I see another use for this
if you get a good lighting setup (control+z view mode) and can make good vertex colors with it, this would give a good start for when painting textures. like as suggested at http://www.3dtotal.com/team/Tutorial...textures_1.asp
............................................
For fast-acting relief, try slowing down. |
||||
|
#6
|
|
||||
|
seems like that use would be particularly good with the game engine, because you could sort of paint in the shadow. I didn't try it with a light map yet but that is a really interesting idea. btw for anyone who can't get it to run, i noticed you have to have your object selected, or the UI won't come up.
<edit> I tried to save, but an error came up relating to the save destination, so I changed that line from D/:test.tga to C/:test.tga, and it saved ok, but then my computer wouldn't read it, so I went back and made sure my output format was set to tga, and tried it again. Same thing, computer would not read the tga. Of course I can always take a screenshot though, so it's not preventing me from using it anyway.
............................................
Here's a nodes tutorial on Using UV mapping to define material values: http://blenderartists.org/forum/showthread.php?t=73088 And here's another nodes tutorial on how to do a custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989 |
||||
|
#7
|
|
||||
|
I am still playing with this,....man, it is soooooo useful. This is so cool jms. Pleeeease someone fix the export problem,....this script is a major UV mapping development IMO. wow!!!
............................................
Here's a nodes tutorial on Using UV mapping to define material values: http://blenderartists.org/forum/showthread.php?t=73088 And here's another nodes tutorial on how to do a custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989 |
||||
|
#8
|
|
||||
|
few things to do
line input for where the file goes, probably default to the location of the .blend file with a full python install (os module avalible) would be Code:
repeat what goes beyond the uv coordinates, this may mean you have to render multiple times. uv coordinates on textures wrap around the edge, would be helpful if this could too
............................................
For fast-acting relief, try slowing down. |
||||
|
#9
|
|
||||
|
Quote:
Gimp reads the file without problem, but not irfanview nor in photoshop 4.0 . These TGA files appear in the blender image browser .
............................................
Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
||||
|
#10
|
|
||||
|
Ok, i found the error!!
irfanview sees the pict now, and photoshop too.
............................................
Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
||||
|
#11
|
|
||||
|
Awesome, I'm glad it works now because i will use this constantly...check out this test I did,...ok, I know rocks are boring subject, but because of the uneven surface of the rocks it would be a matter of guessing to properly UV map them without this, so I used rocks for a test. It's just a simple sphere unwrap with the Vpaint UV coords put through some photoshop filters.
<edit> and here's a quick bird I did too. ![]() <edit> in case I didn't make it noticable enough, the depressed areas are dark, and the raised areas are light.
............................................
Here's a nodes tutorial on Using UV mapping to define material values: http://blenderartists.org/forum/showthread.php?t=73088 And here's another nodes tutorial on how to do a custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989 |
||||
|
#12
|
|
||||
|
............................................
Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
||||
|
#13
|
|
||||
|
the new one works great. here is what Z3R0d was suggesting, using it to make a paintable light map. works well I'd say.
<edit> I just did this same thing to suzanne! lol ( really cool! )
............................................
Here's a nodes tutorial on Using UV mapping to define material values: http://blenderartists.org/forum/showthread.php?t=73088 And here's another nodes tutorial on how to do a custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989 |
||||
|
#14
|
|
||||
|
Great script jms, very useful as your scripts always are
![]() /nozzy |
||||
|
#15
|
|
||||
|
Thanks sooooooooo much. This script has made my seemingly impossible job of painting on the UV map for my really complex monster model really short work. I will post a picture when I finish.
Thanks again, Steve
............................................
www.o9studios.com |
||||
|
#16
|
|
||||
|
I just realized a cool thing, and I tested it to make sure it works,...here's what you do for super accuracy on a low poly mesh,...
first set the UV coords of your low poly mesh and run the script on it to make sure everything is in the right place,....then,.... put your original mesh aside, and duplicate it, then take the duplicate mesh, which will have the same UV coords, and subdivide it until it is quite vert heavy,....this is so we can paint in details,....then paint it, and run the script on it. now you will have a QUITE detailed map, and the UV coords will fit perfectly with your original low poly mesh. If you are a good painter, you can do most of the paint job right on your mesh from within blender. Game makers rejoice!
............................................
Here's a nodes tutorial on Using UV mapping to define material values: http://blenderartists.org/forum/showthread.php?t=73088 And here's another nodes tutorial on how to do a custom sequence wipe: http://blenderartists.org/forum/showthread.php?t=90989 |
||||
|
#17
|
|
||||
|
new improvements:
http://jmsoler.free.fr/util/blenderf.../uvpaint04.zip
............................................
Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
||||
|
#18
|
|
||||
|
http://jmsoler.free.fr/util/blenderf.../UVpaint05.zip
#---------------------------------------------- # Official page : # http://jmsoler.free.fr/didacticiel/b...uvpainting.htm # Communicate problems and errors on: # http://www.zoo-logique.org/3D.Blende...oup=3D.Blender #--------------------------------------------- # this script is released under GPL licence # for the Blender 2.33 scripts distribution #----------------------------------------------
............................................
Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
||||
|
#19
|
|
||||
|
This seems unreal it's so good! Thanks jms!
............................................
“Blender, Alternative 3D” -Itchy render fingers |
||||
|
#20
|
![]() |
| Bookmarks |
| Thread Tools | |
|
|