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How can I export the texture from an imported 3DS model?

by John Klimek · in Artist Corner · 05/04/2006 (8:10 pm) · 6 replies

Blender imports .3DS models really nice, but I'm not sure how to seperate the texture into a .jpg/.png file.

Does anybody know how to do this?

#1
05/04/2006 (8:12 pm)
I haven't used Blender in a long time...but the Blender manual included (in the first or second example) a UV tutorial. Have your checked their site for UV mapping? I'm not sure about the way that the exporter works with UV maps, though since I don't use it. Or haven't for some time.
#2
05/05/2006 (9:56 am)
@David:
Yes, the exporter works wonderfully with UV maps.

@John:
Yes, you definitely will need to set up the UV mapping. The 3DS doesn't have any of this information in it, so you'll be doing it from scratch. It's not impossible, just time consuming.

1. Set up UV map.
2. Export UV map with a size that's Power of Two (POT). Like 512 or 1024.
3. Set your material name to be the filename of what you want to use inside of TGE (sans the .png or .jpg).
4. Check everything inside the Show Tool Pro or TGE iteself (make sure you copy the DTS and the image for wrapping).
#3
05/05/2006 (9:58 am)
I thought it would since I know people are using Blender for their modeling. It seemed like a silly feature to not support.
#4
05/05/2006 (11:33 am)
When I export the UV map, won't it just be an empty map?

That's the confusing part because when I import the .3DS/.MAX models into Blender, they are definitely textured (the chair looks like a really nice chair, the imac computer looks like a computer with a blue monitor, text on the screen, etc, etc...)

...or are you saying that when I export a UV map it will already be filled in the existing material/textures?

How do you export the UV map? (I've read the manual on this, and apparantly I need to choose a UV map setting (eg. LSCM, Cube, Cylinder Sphere, etc). There are also other settings under UV Calculation that I'm not sure what to do with...
#5
05/05/2006 (12:01 pm)
If the UV mapping is already there, then you just need to export the map and use it. That's in the Scripts Window | Scripts | UV | Save Face Layout. Make sure you use the power of two. If you change a window to be one of UV/Image Editor, use another window to set the mode to UV Face Select (instead of Object Mode or Edit Mode). Select all ("A") and you will see the UV mapping in the UV/Image Editor.

Those two windows are the keys to getting the mapping done right.

(and in the UV/Image Editor, select UVs | Save UV Face Layout for the map export)

--Sorry if my note seems awkward, I'm in a rush to write this--
#6
05/05/2006 (2:04 pm)
Hmmm... I think maybe I found the problem...

These models (all of them??) aren't using textures but using some other kind of material.

Here's a very simple example:
http://216.165.190.200/models/apple.zip

Blender shows Fa: 1704, so I'm not sure if that's faces, but that seems awfully high for a simple apple...

Anyways, when I select my model in Object Mode, and then go to scripts and "Save UV Face Layout", all I get is an empty .tga file.

How can I fix this?

All I want are some models to use in a game... (and there are no content packs available from Garage Games for household items)