I have a few questions that im having problems finding answers for and any advice would be welcome.
When working on a project can I made differnt models and such and save as different names to load later? I was trying some with making a uv map and I get it to render and show the painted textures but if I close it and reopen it starts over as a blank after the last time I saw that you can save the uv image will doing so fix this?
Can I use the particle physics was of making grass for a terrain I plan to use for a game? I didnt know because when it renders if the camra shows more than just the plain its on then it puts grass in those places too.
when I click hair dynamics it crashes blender is this more a issue with my computer or blender? Also is it worth clicking because im not sure what it does.
When I make a skeleton the pose mode doesnt work on the parent object it just appears on the bottom right of the object which I can then move am I doing something wrong? It looks like I did everything I saw in the tutorial I watched but the blender version wasnt quite the same.
Thank you for any help ps4products.com
After you texture paint your model, you need to save it to disk. In the uv editor, click image menu, ‘save as image’ name it, and then set that image as the image texure in the material. The image is kept in memory for a while, but if you close the blend and re open it will be gone.
If your particle grass is bleeding off the edge, change the children to interpolated (instead of simple)
Hard to know. You may just have too many parents and children and you’re running out of memory. Post your blend to diagnose this one.
After you have made your armature (skeleton), with nothing selected in object mode, select (right click) your model. Hold down shift and keep holding, and right click the armature. Let go of shift, hit ctrl-P and choose Armature deform, ‘with automatic weights’ Now click on just the armature, switch to pose mode and your mesh should deform by rotating bones.
Welcome to BA. It already sounds like you have bitten off more than you can chew, which is the hallmark of a good modeler.
thank you both for the advice and for blenderallday for your answer to the first question you said that it will be gone when I close blender but if I save like you said does that mean all I have to do is reset the image every time I reopen to get the uv map back? and for Richard Culver Ive watched a lot of videos but with all the versions its hard to find ones that match up with the newest all the way so I have most of the basics down to start working on a project then when I run into a problem I have been able to find answers for the most part. Is there a person who made tutorials that actually go in dept with explainations that you can direct me to?
Blender is moving along swiftly and in some places the manual lags. But I prefer to go to the source - the manual. Most of the basics you should get from there to start. And keep any eye on the new features are they come and have a look over at Blender .org for notes on them as they are released. Sometimes it takes longer to make it to the manual on newer features but they are all documented when released for the most part.
For rigging I can recommend Nathan’s stuff. Not sure how far they got with this:
Ive watched a lot of videos but with all the versions its hard to find ones that match up with the newest all the way so I have most of the basics down to start working on a project then when I run into a problem I have been able to find answers for the most part.
It looks to me like you’re on the right track. Blender changes so often that rather than using it I tend to have a relationship with it: I’m constantly interpreting its responses
I think it’s good that tutorials don’t always exactly match the version I’m using because it makes me want to understand the principle behind what the tut author is doing rather than just “cookbooking” the operation and perhaps not learning as much.