Blender

Blender

convert with multiple textures?
Im trying to convert xnalara to sfm but while watching a tutorial there are usually 2 textures. the normal and the blue. The one im converting has six each a different color....do I just use two or do I need every single one?
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Showing 1-15 of 24 comments
Pte Jack Jan 10, 2017 @ 7:35pm 
You have multiple options.

1. Make your textures all to the power of 2 (combination of HeightxWidth being 64, 128, 256 512,1024,2048 or 4096) and create a vmt for each of them.

2. Combine your textures into a single texture sheet and rescale the UVs to your them (again the texcture must be to the power of 2 and you still have to write a VMT for each material being called.) Like this... https://youtu.be/1itUAKyfMVM

3. Walk through the materials used on the model and Anything that is using the same texture, reassign the mesh to limit the material count (only works if your textures in SFM can use the same VMT.)


3. Make your texture sheet and if your model is small enough, join the objects together and rescale the UV to the sheet, then just use one material. Pretty much the same process as the video I linked.


Here is my Blender to SFM guide... http://steamcommunity.com/sharedfiles/filedetails/?id=245723825

Originally posted by Pte Jack:
You have multiple options.

1. Make your textures all to the power of 2 (combination of HeightxWidth being 64, 128, 256 512,1024,2048 or 4096) and create a vmt for each of them.

2. Combine your textures into a single texture sheet and rescale the UVs to your them (again the texcture must be to the power of 2 and you still have to write a VMT for each material being called.) Like this... https://youtu.be/1itUAKyfMVM

3. Walk through the materials used on the model and Anything that is using the same texture, reassign the mesh to limit the material count (only works if your textures in SFM can use the same VMT.)


3. Make your texture sheet and if your model is small enough, join the objects together and rescale the UV to the sheet, then just use one material. Pretty much the same process as the video I linked.


Here is my Blender to SFM guide... http://steamcommunity.com/sharedfiles/filedetails/?id=245723825

So it doesnt matter if there's more then 2? I can just do it naturally? do they all have to go from 64 o 1024 or does it depend?
Pte Jack Jan 11, 2017 @ 5:52pm 
They have to be a combination of.. They length and heigth both have to be one of those values of the power of 2.
Originally posted by Pte Jack:
They have to be a combination of.. They length and heigth both have to be one of those values of the power of 2.
so as long as they match it's fine? But here's the thing. Part of the body has six textures but instead of normal and blue it's 6 different colors. orange and other. That's what im talking about. Do I do the same thing you told me? Or do I just take two since their the same?
Last edited by Sir donks alot (rip my grandpa); Jan 11, 2017 @ 7:55pm
Pte Jack Jan 11, 2017 @ 9:16pm 
No, they can be 64x64, they can be 1024x512, they can be 2048x49096 or 1024x1024 or 512x4096 or 4096x64, as long as the mix is to the power of 2.

They can't be 64x56, or 892x1024 or any number that isn't to the power of 2...

Power of 2 numbers are

32 (but you really don't want anything smaller than)
64,
128,
256,
512,
1024,
2048,
4096

Next would be 8192 (or 8k) and much too large to be of use.

Originally posted by Pte Jack:
No, they can be 64x64, they can be 1024x512, they can be 2048x49096 or 1024x1024 or 512x4096 or 4096x64, as long as the mix is to the power of 2.

They can't be 64x56, or 892x1024 or any number that isn't to the power of 2...

Power of 2 numbers are

32 (but you really don't want anything smaller than)
64,
128,
256,
512,
1024,
2048,
4096

Next would be 8192 (or 8k) and much too large to be of use.

But if they are the same should I just stick with two? Do I really need to use all six? They look exactly the same except for color. Same size same file same shape same look.
still__alive Jan 11, 2017 @ 9:55pm 
@Pte Jack

I was giving this guy some help earlier and he has pretty much zero 3d modeling experience. I see a couple things that he might not be understanding here, so I'm going to throw out a couple ideas and questions that might help clarify things a little for him.
-------------------------------------------------------------------------------------------

1. Maybe he's got alternative (bonus) colors for the clothing/character, not a model with multiple UV maps that needs to be stitched together.

@the swift gamer:

Do these textures you refer to contain texture information for the whole character, or do you have one texture file that might be for the head, a separate one for the body, and another for the clothes (for example)?

2. I also think he might be refering to normal maps, and doesn't know what a normal map is.
....while watching a tutorial there are usually 2 textures. the normal and the blue....
I can't tell if he's got a normal map or not. I think this is what he is calling the "blue" texture.

@the swift gamer:

Is this http://www.bencloward.com/images/tutorial_normals07.gif what you mean by the "blue" texture, and do you have a texture similar to it?
Originally posted by still__alive:
@Pte Jack

I was giving this guy some help earlier and he has pretty much zero 3d modeling experience. I see a couple things that he might not be understanding here, so I'm going to throw out a couple ideas and questions that might help clarify things a little for him.
-------------------------------------------------------------------------------------------

1. Maybe he's got alternative (bonus) colors for the clothing/character, not a model with multiple UV maps that needs to be stitched together.

@the swift gamer:

Do these textures you refer to contain texture information for the whole character, or do you have one texture file that might be for the head, a separate one for the body, and another for the clothes (for example)?

2. I also think he might be refering to normal maps, and doesn't know what a normal map is.
....while watching a tutorial there are usually 2 textures. the normal and the blue....
I can't tell if he's got a normal map or not. I think this is what he is calling the "blue" texture.

@the swift gamer:

Is this http://www.bencloward.com/images/tutorial_normals07.gif what you mean by the "blue" texture, and do you have a texture similar to it?


I have the texture in the file... It's the texture for the clothes which is the body. For some reason it has 6 of the same texture but each is a different color. In tutorial vids I saw normal and a light blue one. But this isnt what I expected. I dont know why there's six but I'm thinking i'll just stick with the ones I really need and see what happens. Cause this is holding me up and I dont mean to sound rude but I probably could of moved on by now if I didn't have to wait 5 hours or more for a reply that doesnt help much...I'd show the texture image if I could but I cant.
still__alive Jan 11, 2017 @ 10:04pm 
Originally posted by the swift gamer:

I have the texture in the file... It's the texture for the clothes which is the body. For some reason it has 6 of the same texture but each is a different color. In tutorial vids I saw normal and a light blue one. But this isnt what I expected. I dont know why there's six but I'm thinking i'll just stick with the ones I really need and see what happens. Cause this is holding me up and I dont mean to sound rude but I probably could of moved on by now if I didn't have to wait 5 hours or more for a reply that doesnt help much...I'd show the texture image if I could but I cant.

Maybe you could show them though. What if you open the approriate directory in the Windows file explorer, set icon size to extra large and take a fullscreen screenshot, then upload that to your Steam account?
Pte Jack Jan 12, 2017 @ 12:17am 
Yes, a screen shot of your project would help, select the material tab in the properties panel.
Pte Jack Jan 12, 2017 @ 3:51pm 
I think I see your confusion now. Your model has multiple skins.

So first thing to do is skin your model in Blender with the standard set of material/textures that blender calls. Just to see what the texture will look like when your model is finished.

I would walk through the material names in Blender and change them to something a little more simple. These names are what you are going to have to call your vmt materials that SFM is going to use.

Like this... http://i.imgur.com/QX9xqbQ.png

Once your model is ready for export via Blender source tool, you will have to right a qc file that you will use to compile it for SFM. This is where you identify the different skins your model will have in SFM using the $texturegroup command.

It is hard to tell if your rextures are already in dimensions to the power of 2. The square ones look like they may be.
Originally posted by Pte Jack:
I think I see your confusion now. Your model has multiple skins.

So first thing to do is skin your model in Blender with the standard set of material/textures that blender calls. Just to see what the texture will look like when your model is finished.

I would walk through the material names in Blender and change them to something a little more simple. These names are what you are going to have to call your vmt materials that SFM is going to use.

Like this... http://i.imgur.com/QX9xqbQ.png

Once your model is ready for export via Blender source tool, you will have to right a qc file that you will use to compile it for SFM. This is where you identify the different skins your model will have in SFM using the $texturegroup command.

It is hard to tell if your rextures are already in dimensions to the power of 2. The square ones look like they may be.
Or I could just use the one I want,set up the qc file, and there it is.
Pte Jack Jan 12, 2017 @ 11:58pm 
Yup.. You could do that
Originally posted by Pte Jack:
Yup.. You could do that

So all this time I could of just done that? The extra textures with different colors didnt matter?
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Date Posted: Jan 10, 2017 @ 7:06pm
Posts: 24