Half Ellipse Baking and Unwrap

Hi,

Need your help! We are a new blender user, and our first project is to create a dome with printed artwork on the inside. Can anyone tell us what we are doing wrong? Here’s the step by step of what we do. We apologize if there’s already a post regarding this, we just don’t understand the blender language yet.

  1. create UV sphere
  2. segments 96 - rings 96 - Radius 2.1m
  3. Resize to ellipse ( 4.2mL, 1.82mW, 2.8mH )
  4. Cut in Half (Height becomes 1.4m)
  5. Go to Shading - (below image)
  6. go to UV-Editing ( this is where we start to struggle ) Cant get to fill the image with UV Map even with follow active quad technique.
  7. start baking and unwrap. We need the Unfolded file with the artwork so we can print and start stitching them together. See below image for example.

Im really excited on this Blender and new project so if you can put me on the right track so we can do future porjects of the same. Thank you.

Hi Horenyo,
this will probably look stretched a little bit but this is how i would do it:

  1. Start from a Cube (2x2x2):
  2. Move the bottom face up so that it sits at 0, 0, 0 and then remove it:
    image
  3. In Edit Mode, select everything (A), go into Top View (Numpad 7) and then press U to make a UV Unwrap → Project from View (Bounds):
  4. Add a Subdivison Surface Modifier (to give it more geometry) and a Cast Modifier (to make it spherical) to the object.

    This will then result in a half sphere. Don’t forget to set the factor in the Cast Modifier to 1!
  5. Scale the object to your desired size:
    image
  6. Set up the material in the Shader Editor:

Not sure if this is the ideal way to do it but maybe it helps :sweat_smile:

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Hi Zebrahead, thank you very much for the reply. Ill try your method. Now, the issue is how to unwrap the ellipse with the texture included. Looking like the image below.

The idea is to have a print ready file so I can make something like an inflatable sphere. I believe the theory is to bake it first then unwrap it? Is that correct? That whole process is where we get lost.

No, it’s the opposite. You first have to unwrap your target mesh and then bake the texture on it.

Start with the mesh in your original post. Don’t forget to apply scale before the unwrap! Otherwise, everything will be distorted in the end. Add the seams (like you already did) and UV unwrap it (select everything and press UUnwrap
You can rearrange the islands to your liking but you should not distort them!
My UV map looks like this:

Then create the object from my previous post. This will be the object that we bake the texture from (also, apply the modifiers and scale). After that, it’s just the normal baking process (look up some tutorials on Youtube for this). My end result looks like this:

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Wow that is exactly what we need. I’m going to apply that immediately and comeback to you. Thank you so much Zebrahead.

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this is one the major things i didnt apply. :smiley:

so here’s our unwrap now.

but now we are stuck again with the warping of the image.

tried all other options like linear to sphere, smart to flat etc. matching it with different type like point, vector, texture etc. . can get to get rid of that warping of the image.

You need to use the UV output from the Texture Coordinate node, not Generated :wink:

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Hi Zebragead, apologies for the late reply. We actually did but it comes out like this.

We tried all options. Nothing turns out correct.

Not sure where you are stuck right now…

I assume you messed something up before baking the texture…

Did you make the object from my first post?

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Really appreciate your patience Zebrahead. Does your UV Editing Turns out like the one below. If yes, we might have an issue in finding the seams.

As for the shading it looks correct though.

All right, that looks good so far! Mine looks the same.
The only difference in your first and second image is that in the first one you are in Edit Mode and the Cast modifier is not displayed there by default. If you want you can toggle this little button here to see the effect in Edit mode aswell:

To continue, apply all modifiers of the object and THEN the scale (Ctrl + A → Apply Scale).

After that, create your object from your original post, apply its scale and then UV-Unwrap it like i described it here:

Let me know when you got this far:


We only have to do the baking process after this…

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Hi Zebrahead, sorry, but do we delete what we just did or do is there an option to hide it for now? I already applied all the modifiers and the scale as well. Thank you.

Have this now in Object mode:

and this in Edit mode:

No! Don’t delete it! We need both objects for baking :wink:
See this little eye-icon on the top right?
image
You can click on it to hide the object in the Viewport (or select the Object in Object Mode and press H to hide it)

2 Likes

:smiley: Got it! Done making a new one and unwrapped it as well. By the way, how come your unwrap on your previous post is arranged perfectly. Like you know which is the middle panels or the side panels.

Because i rearranged the UV islands (on the left side of your screen) like that :sweat_smile:

Well done! Now to the last step → Seting up the material and then Texture baking! For this particular case we only want to bake the emission so lets set up our materials that way!

  1. Make a new material for the Cube object like so:


    Make sure to connect your original image to the Surface Output of the Material! This way, the cube object will emit the image texture like a light source.

  2. Select your Sphere object and create a new material. Inside the material you need to create a new Image Texture, which should be connected to the UV Map:

  3. Click on that New button on the image texture node. Give it a name and the desired resolution and press OK:
    image
    The resolution should be squared. If its not, you have to unwrap the Sphere again because it will be distorted.

  4. A VERY IMPORTANT STEP! Make sure that the newly created Image Texture node from the Sphere_Material is selected!!!

  5. Unhide the Cube object, we now need both of them visible! When you have done this, FIRST select the Cube and THEN by holding Ctrl select the Sphere in the Outliner (top right of the screen):
    image
    Make sure that the Sphere is the last object you select because this will be the object that we will bake the texture on to!

  6. Now to the final steps :slight_smile: Go to the Render Properties → change the Render Engine to Cycles → go to the Bake tab and change the Bake Type to Emit → activate Selected to Active and increase the Extrusion by a little bit:

  7. Press Bake and wait until the baking process is finished! You now should have successfully baked the texture:


    Make sure to save the Image afterwards in the Image or UV Editor!

I think we finally did it?

Also, how do I put like 2cm margin all around the baked panels. Another super newbie question :smiley: how Ito save this baked panels so we can start printing it.

I’ll make sure to send you a photo of what we are trying to do here. Thank you so much.

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Congratulation :partying_face: you can now plug the output from the Image Texture node to the Base Color of the Principled Shader for example to see how it looks like on the mesh (or just to the Material Output).

When you unwrap the sphere you can change the Margin at the bottom left panel that pops up:

Ahh, you’re not using the same Blender version as i am - that’s why it looks different than in my last post. You see this Icon with the three lines in the Image Editor?


Click on it and then → Image → Save As

Got it Zebrahead. Now it seems though that the unfolded panels are cut for some reason. See image below. Also, when saving it as Jpeg it is not the same dimensions?

There are no images in your post? Can you reupload them please?

I’m just guessing here but i think you unwraped it and didn’t bake the texture again? If so, just repeat the steps after (and including) Step 4 from my previous post. You always have to rebake the texture if you make changes to the UV map.

Not sure why this would happen? Would need to see an image to know what’s going on!

Oops sorry. Here it is. Thats the top left.

Below is the saved Jpeg file as well.