Editing Vehicle Creation

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===Wrapping===
===Wrapping===


Vehicles in Darkwind are textured with a single 512x512 pixel jpeg, which is mapped to the surface of the vehicle.  This is actually the bit I'm least good at, so if you have any ideas on how to improve the technique outlined here, please go ahead and add them.
How to texture a model with a single 512x512 image
 
Step one is to create a new texture (you'll probably want ot be in material mode with one of your windows set to texture) which is 512x512 in size, as shown here:
 
[[file:Blender_Screen7.jpg]]
 
Now for the fiddly bit.  Select all the faces on one side of the model.  This may take a while.  Try and make sure you don't select any faces that would be better off as part of a different side.  You should end up with something like this:
 
[[file:Blender_Screen8.jpg]]
 
Now set the camera to point directly at that side (you can use the num pad to get exact 90 degree camera angles) and make sure you're using isometric projection (numpad 5 toggles).  Press u, then choose "project from view".  This will project the selected faces onto the texture, like so:
 
[[file:Blender_Screen9.jpg]]
 
Move the projection off the texture for now, and then in one of the other windows hide the selected faces.  Do this for the other five directions (hiding the faces as you go makes it easier to know what you've already textured), then unhide everything.  You should end up with something like this:
 
[[file:Blender_Screen10.jpg]]
 
I actually used unwrap rather than project for the bit behind the wheels, because I don't much care what it looks like - it's probably going to be solid black anyway.
 
Next job is to move all the pieces around to fit on the texture.  Make sure you have "Sync UV and Mesh Selection" turned off, it will make this a lot easier.  Also, holding down control makes 90 degree rotations easier.  I'm no texture artist so I don't know how they would want this done, but I normally end up with something like this:
 
[[file:Blender_Screen11.jpg]]


===Finishing===
===Finishing===
OK, the last thing to do is sort out the texture we'll be using.  If can create a decent texture yourself, great.  If not, creating a reference texture lets you check for problems with the model, and gives the texture artists something to work with.
Select all in the texture window, and choose UVs->Scripts->Save UV Face Layout.  This will create a tga file with the texture mapping information.  Make sure the size is 512x512, and save it.  Blender will give it an odd name, you may want to fix that.
[[file:Blender_Screen13.jpg]]
(You may notice that the wireframe here is different from the one above.  That's because I forgot to apply the decimate modifier, so I had to redo the skinning from scratch.  Oops!)
Now with all UVs still selected, choose Image->Open, and load your texture.  You should see your model wrapped in white, with lines on the seams, like this:
[[file:Blender_Screen14.jpg]]
Doesn't look too bad, but check out the front grill:
[[file:Blender_Screen15.jpg]]
Those grey and blocky sections are where the texture is being stretched.  We want to avoid that as much as possible, which we can do by playing with the UVs.
[[file:Blender_Screen16.jpg]][[file:Blender_Screen17.jpg]]
Moving that line of UVs down means the top of the bumper gets more space on the texture.  You'll need to do that for other parts of the front grill too.  Bear in mind that some of the UVs may be on top of each other.  Once you've finished, re-export the texture then reload it.
[[file:Blender_Screen18.jpg]]
Not perfect, but better.  With a more complex model I would open up the texture in an image editor and label all the parts, but that's not really needed here.  Now we just need to package it up and send it off.  Select File->Export->Wavefront, and export your model.  This will create a .obj and a .mtl file.  Zip these up together with the texture, and you have a completed model.
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