What is the best way to put Normal Maps and specularity Maps on your textures in Blender?
by John Bura · in Artist Corner · 10/23/2009 (12:10 pm) · 6 replies
Hey guys,
I have been trying really hard to find a way to put normal and specularity maps on my textures in blender and then have them export to Torque. I haven't found a way to do this so far. Does anybody have any tutorials on this?
I have been trying really hard to find a way to put normal and specularity maps on my textures in blender and then have them export to Torque. I haven't found a way to do this so far. Does anybody have any tutorials on this?
#2
10/23/2009 (2:37 pm)
What I just want to do is put 3 different uv mpas on faces in blender then have them export to torque. I have all of the textures I just need to know how to UV map and export them.
#3
Do you already have your UV Layout complete in Blender?
If so,
Just export your Collada (or DTS I suppose) and then once you bring into Torque, just use the Material Editor (F4) to assign each image to its correct slot (normal/spec/diffuse, etc.) Then Save material from there. It will update the Material.cs for future ref.
I'm pretty sure you just need to apply 1 image to the UV layout in blender and it will use that to generate the material for torque.. then
add the other images as I stated above.
10/23/2009 (3:12 pm)
? Do you already have your UV Layout complete in Blender?
If so,
Just export your Collada (or DTS I suppose) and then once you bring into Torque, just use the Material Editor (F4) to assign each image to its correct slot (normal/spec/diffuse, etc.) Then Save material from there. It will update the Material.cs for future ref.
I'm pretty sure you just need to apply 1 image to the UV layout in blender and it will use that to generate the material for torque.. then
add the other images as I stated above.
#4
10/23/2009 (3:49 pm)
I have thought about doing all of my mapping in Torque, but what Im wondering if there is away to do all the mapping in blender so that I can fine tune the maps in blender and not have to deal with problems of mapping with the material editor.
#5
But I also don't know exactly what you mean by "fine tune the maps" either. Are you talking about positioning of your maps, the images themselves, lighting...
Pesonally, I would rather see what my maps looked like in Torque than blender while working on them but I don't know what problems their are with mapping with the material editor.
I think to answer your original question though. No, i don't know of any of the modelling apps that export with multiple textures right now. Someone else may know if you can do it or not.
Just curious, are you exporting Collada or DTS from Blender?
10/23/2009 (4:00 pm)
Yeah, I don't know if what your wanting to do is possible.But I also don't know exactly what you mean by "fine tune the maps" either. Are you talking about positioning of your maps, the images themselves, lighting...
Pesonally, I would rather see what my maps looked like in Torque than blender while working on them but I don't know what problems their are with mapping with the material editor.
I think to answer your original question though. No, i don't know of any of the modelling apps that export with multiple textures right now. Someone else may know if you can do it or not.
Just curious, are you exporting Collada or DTS from Blender?
#6
I guess it does make sense to see what it looks like in Torque. But I feel that with more complex shapes my mapping could be off.
10/23/2009 (4:05 pm)
Im exporting DTS. I guess it does make sense to see what it looks like in Torque. But I feel that with more complex shapes my mapping could be off.
Torque Owner Dustin Sims
If the first option is what you want, you could export your low poly as an .obj and then subdivide your low poly in blender and use sculpt mode to add detail then export as a seperate .obj
Download and run xNormal. Load up the low and high versions of your mesh and have it create normal maps for you.