STEAM-GRUPPE
Blender Tutorial Community BlenderTuts
STEAM-GRUPPE
Blender Tutorial Community BlenderTuts
31
I SPIL
263
ONLINE
Grundlagt:
16. oktober 2012
Sprog:
Engelsk
Lokation:
United States 
Alle diskussioner > Dota 2 Modeling > Trådoplysninger
Digital 13. jan. 2013 kl. 5:01
Getting ready to Texture my hat.
Ok, So I'm making a hat, and the problem I'm haveing is to do with baking, It has horns, and they are seperate entities from the hat itself, so once I've got the UV's ready (I think I'm doing something wrong there as well) I go to bake it, but the horns are pretty much elongated cones, and they curve and such, and baking it ready for texturing turns then out completely black, so should I just go ahead and texture? or should I try to solve this baking problem.

I started it in Blender and I moved it into Maya.

Any help would also be appreciated.
Sidst redigeret af Digital; 13. jan. 2013 kl. 5:05
< >
Viser 1-13 af 13 kommentarer
HellJumper 13. jan. 2013 kl. 12:50 
Can you post a picture of what's going on? It sounds like the horns and the rest of the hat aren't part of the same model. Make sure to unwrap everything, and then join the individual parts (ctrl+j in blender). If you have any overlapping UVs, the bake won't work.
Digital 13. jan. 2013 kl. 12:57 
Oprindeligt skrevet af HellJumper:
Can you post a picture of what's going on? It sounds like the horns and the rest of the hat aren't part of the same model. Make sure to unwrap everything, and then join the individual parts (ctrl+j in blender). If you have any overlapping UVs, the bake won't work.

Well, no, the Horns are a seperate entity, so I can adjust them accordingly if a problem shall arise, but the problem is baking in Maya, should I bake in Maya or Blender, baking in Maya makes the horns pretty much black, and the Head itself is white with black patches.

I've actually found your tutorial, And I made another hat following your guide, and all is good, but more to the horns, I've UV mapped it in Maya, not blender, Would It be better to Map it in Blender?
Sidst redigeret af Digital; 13. jan. 2013 kl. 14:53
Digital 14. jan. 2013 kl. 3:20 
Ok, So following your tutorial, I UV mapped them in Blender, and when I bake it for the AO, the entire thing in texture mode comes out black, with very little light parts, so If I colour it, it's still very dark, any way I can lighten it up?
Digital 14. jan. 2013 kl. 4:41 
I appreciate the help you've given me, and the help you've given other, but could you be an even greater samaritan and bake this bloody model for me? This thing is driving me friggin' insane!!

This is what it looks like after I baked it:
http://i.imgur.com/qdjlZ.jpg

This is the Horns after baking:
http://i.imgur.com/zsMel.jpg

The UV for the Head:
http://i.imgur.com/LDkwV.jpg

The UV for the Horns:
http://i.imgur.com/3DE3k.jpg
Sidst redigeret af Digital; 14. jan. 2013 kl. 5:12
.tv/althaj 14. jan. 2013 kl. 7:07 
if you want to make them be together, in object mode select first hat, then horns, then click object > join objects
dont forget to save before doing this so if you dont like it you could recover
Digital 14. jan. 2013 kl. 8:29 
Oprindeligt skrevet af Shockwave:
if you want to make them be together, in object mode select first hat, then horns, then click object > join objects
dont forget to save before doing this so if you dont like it you could recover

would making them one object make a better AO Bake?
Digital 15. jan. 2013 kl. 12:40 
Ok I found the solution, There was a light source in the mouth of the head, which only lit up his mouth, It's all good now, except I have another problem...

http://i.imgur.com/nnBfe.jpg

How do I remove those black lines, they stay even after I paint over them
Sidst redigeret af Digital; 15. jan. 2013 kl. 13:25
Kitty Soft Paws 16. jan. 2013 kl. 19:19 
Sup Agian. Did you mirror across the y- Axis? If so it i believe is caused by sing throuhg one side and looking at the back of it. Save your work and try, selcting it all and pushing "ctrl-J" to bring it to the same side. Let me now if it works!
Digital 17. jan. 2013 kl. 3:01 
Oprindeligt skrevet af Kitty Soft Paws:
Sup Agian. Did you mirror across the y- Axis? If so it i believe is caused by sing throuhg one side and looking at the back of it. Save your work and try, selcting it all and pushing "ctrl-J" to bring it to the same side. Let me now if it works!

There has been no mirroring involved with my model, the head is one solid object, the changes I made like the teeth and eyes were mirrored, to make sure they are in the same place, but it's all one object.
Stormy 18. feb. 2013 kl. 1:50 
Oprindeligt skrevet af RubberNinja125:
I appreciate the help you've given me, and the help you've given other, but could you be an even greater samaritan and bake this bloody model for me?

I know this is off topic, but don't come on a tutorials group and ask people to do things for you. The point of a community like this is to learn.

Back on topic, those black lines are there because you have your UV islands right on the edge of the black area in your texture,and this is bleeding over your seams. When you bake, turn the "margin" slider up. if it still bleeds, turn it up more. Better yet, when you save your AO map, click the RGBA button in the save dialogue so you get alpha instead of black, and then colour the whole diffuse texture green, this means that even if it still bleeds, you won't be able to see it.
Digital 18. feb. 2013 kl. 2:34 
Oprindeligt skrevet af Black_Stormy:
Oprindeligt skrevet af RubberNinja125:
I appreciate the help you've given me, and the help you've given other, but could you be an even greater samaritan and bake this bloody model for me?

I know this is off topic, but don't come on a tutorials group and ask people to do things for you. The point of a community like this is to learn.

Back on topic, those black lines are there because you have your UV islands right on the edge of the black area in your texture,and this is bleeding over your seams. When you bake, turn the "margin" slider up. if it still bleeds, turn it up more. Better yet, when you save your AO map, click the RGBA button in the save dialogue so you get alpha instead of black, and then colour the whole diffuse texture green, this means that even if it still bleeds, you won't be able to see it.


Yes, obviously I came here to learn, which I have done, at the time I didn't know why my model was being a dick, now, on the other hand I do know, and I know how to resolve the issue, but like I said, at the time I didn't I know what was wrong, what I did wrong or where to start in trying to remedy the situation.

On another note, I came here to learn, which is what I've done, not to get someone to make me a hat from scratch.
Stormy 18. feb. 2013 kl. 3:19 
Definitely good that you learned then ;) Did you sort out the seam bleeding?
Digital 18. feb. 2013 kl. 14:19 
Oprindeligt skrevet af Black_Stormy:
Definitely good that you learned then ;) Did you sort out the seam bleeding?

eventually yes, I still haven't got around to actually sizing it onto a character yet though, life seems to be getting in the way, I've made a few other models that have yet to be finalised and are in the last stages of production, I just need time to get it done, an afternoon should be long enough to figure out what I'm gunna do with it, I just need the free time, that's all.
< >
Viser 1-13 af 13 kommentarer
Per side: 1530 50

Alle diskussioner > Dota 2 Modeling > Trådoplysninger