Game Development Community

Using Blender to Create Images to use as UV Textures

by Demolishun · in Artist Corner · 01/02/2006 (9:57 am) · 5 replies

Can you use Blender to create a texture based upon the actual lighting information and applied to each surface and put it back into a UV texture for use to texture the same faces?

What I mean is this:
-Create model and texture using a non highlighted texture.
-Ray trace the model to get highlight information.
-Use this information to create a texture that can be used to texture the model so that no ray tracing is required to view the newly highlighted faces.

Is there anyone that has tried something like this?

About the author

I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67


#1
01/02/2006 (10:23 am)
If I understand what you are saying, I saw a thread on this over at Elysiun some time ago I think (and don't count on my memory being right).

Some guy set up his object, added a light above it, raytraced it which then basically shades the model, and then exported the texture out for further editing.

I'm a bit of a 3d novice unfortunately, so all I can say is I've seen tutorials around like that.
#2
01/02/2006 (10:29 am)
@Frank
Read this thread over, especially the responses, and you'll get more information than you can shake a stick at:

www.lowpolycoop.com/forum/viewtopic.php?t=21

In short, there are a number of different ways.

Scott
#3
01/02/2006 (10:37 am)
Ah that looks suspiciously like the thread I was thinking of. I knew my memory was iffy on it being at Elysiun :P
#4
01/02/2006 (11:57 am)
It seems, that by reading over Elysiun, that a lot of people prefer the BRayBaker way these days. Personally, I like to just paint the lighting onto the image in Photoshop, but I think I am just crazy that way.

Scott
#5
01/02/2006 (1:29 pm)
Scott, that is a very cool thing! It took me a bit, but I got it to work. I am definitely going to be playing with this!