Setting Up Reference Images (UV Map Method)

This flash tutorial of mine shows you how to map images on planes to be used as reference. http://bebraw.googlepages.com/refs.htm

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Note that you can skip the uv mapping phase in case you use script designed for it (http://blenderartists.org/forum/showthread.php?t=99626). After that it is just a matter of tweaking the planes to match.
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Hi
tnx for the tutorial
the best reference 4 me…after 3 years i have found the reference…but the tutorial is broken!
you have possibility to fix the tutorials?
I hope a day of to learn to use blender:D
thanks

but the tutorial is broken!
What do you mean? The tutorial loaded fine here. It just doesn’t show up instantly as it gets loaded. Note that you need to have flash installed for it to work. The tutorial’s resolution may be a bit big. I think I may have to make a new, smaller version later.

it’s’ really nice, my problem is that it stops after setting the side plane image!!! :spin:

my lost words
sorry 4 my poooor english:evilgrin:
btw the best guide
tnx again

I reuploaded the tutorial. It should be fixed now. Thanks for noticing. :slight_smile:

Hmm… nice tutorial (too bad for discovering it so late).
But how do you start the actual modelling.
I mean that the planes etc. are objects too, won’t blender (or me) get confused if you want to model something on top of the blueprints.

Thus;
You got the blueprints set up perfectly, but to start with modelling you need to add a plane, a box or face loop it, is there a way to freeze (like in 3ds max, that you can’t select or modify the object (blueprints in this case)but while you can still view the object?

Thanks a lot!

Thomas

You got the blueprints set up perfectly, but to start with modelling you need to add a plane, a box or face loop it, is there a way to freeze (like in 3ds max, that you can’t select or modify the object (blueprints in this case)but while you can still view the object?
Yes. That’s possible. To make reference planes unselectable, use the outliner window. Find the object and hit the icon with mouse cursor on it. Attached image should show it well.

The tutorial got a bit outdated as I found the script mentioned on the first post but if nothing else at least it shows basics of uv mapping. .)

Attachments


You mean ROTObox?
http://www.dogobe.com/rotobox.html
:yes: :stuck_out_tongue:

I mean http://blenderartists.org/forum/showthread.php?t=99626 . You just need to point the folder in which the references are and it will handle the rest.

Hmmm will look into that.
Thanks

http://img48.imageshack.us/img48/4623/untitlednr7.jpgWheeeeeehhhhh, I don’t come as far as importing the blueprint.
Well, I did that, and I see the picture in the right window of the UV screen, but not on the plane, and I followed what you described.

You need to set the 3D viewport draw type to textured. You can find it just right to mode selector (it is set to “Object Mode” in the attachment).

Attachments


No still not.

Take a look at the wiki (http://wiki.blender.org/index.php/Manual#Painting_and_Texturing_Your_Mesh). Perhaps you can find a solution to your problem there. After you figure out how to use UV maps, mapping references should be easy. Although I recommend using the script as it automates whole workflow.

Never mind, I just didn’t select the UV face select in the beginning but I did when the material was in the UV screen.
Thanks for your answers nontheless.

Is there any way to get only the model to wireframe-mode? I don’t see the reference images behind the mesh when shading is on textured-mode but when I switch the model to wireframe, images go there as well…

Teme: Check Buttons Window -> Object panel -> Draw -> Drawtype. Try setting it to wire. This option works for currently selected object only so other objects will remain in their setting or the general setting of the 3D viewport in case it is “stronger” (example: Object is set to shaded and 3D viewport to wire -> object is shown in wire mode.).

Welcome to the forum! :slight_smile:

Thanks
Now I can continue working on my Gallardo:D