Unwrap is the most difficult thing. I watched a lot of tutorials. I do not manage to make islands to fit in the pixels. Maybe I could separate in parts, head, arms... but I guess that it is only possible one only texture by entity.
Can anyone help me?
Help to UV Mapping [Solved]
Help to UV Mapping [Solved]
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- fairy.zip
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Last edited by runs on Sat Nov 24, 2018 10:36, edited 1 time in total.
Re: Help to UV Mapping
help please!
- AspireMint
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- Location: Stuck at spawn
Re: Help to UV Mapping
I guess it is Blender question.
Texture looks blurry, first disable mipmapping:
File > User preferences... > System > uncheck mipmaps
Texture looks blurry, first disable mipmapping:
File > User preferences... > System > uncheck mipmaps
In UV editor go to: UVs > Snap to pixelsI do not manage to make islands to fit in the pixels.
Re: Help to UV Mapping
Thanks, that's what I was searching for.AspireMint wrote:I guess it is Blender question.
Texture looks blurry, first disable mipmapping:
File > User preferences... > System > uncheck mipmaps
In UV editor go to: UVs > Snap to pixelsI do not manage to make islands to fit in the pixels.
Re: Help to UV Mapping
I finished a model but now does not appears in the game with mobs redo. It's invisible, but it moves, even I can kill it...
Any tip?--Define the Fairy NPC
local name= "brewing:fairy"
local definition = {
nametag = "Lily",
type = "npc",
hp_min = 20,
hp_max = 20,
walk_velocity = 1,
run_velocity = 3,
armor = 100,
visual = "mesh",
mesh = "fairy.b3d",
textures = {"brewing_fairy.png"},
visual_size = {x = 0.5, y = 0.5},
animation = {
stand_start = 0, stand_end = 80, stand_speed = 25,
walk_start = 168, walk_end = 188, walk_speed = 25,
run_start = 168, run_end = 188,
},
}
mobs:register_mob(name, definition)
mobs:register_egg("brewing:fairy", "Fairy", "", 0, false)
Re: Help to UV Mapping
Solved:
To export to b3d you have to select all meshes in object mode. :-)
To export to b3d you have to select all meshes in object mode. :-)
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