Creating materials for external objects in Blender 2.92
Posted: Thu Apr 08, 2021 7:01 pm
When you first downloaded and opened Blender, it was often a fatal experience for you and therefore for this software, for the following reasons:
- Miserable ergonomics.
- Complexity of implementation of the system despite a great wealth of functionalities.
- Orientation of the software towards rendering and not towards the creation of 3 D objects for external applications.
- Books and initiation training with the same goal.
But, pushed by film producers, eager for special effects, and advertisement directors, Blender has made its aggiornamento since version 2.8 and it continues happily with version 2.9
- Ergonomics have finally joined international standards, for example: left click for selection.
- The workspaces are much clearer than before.
But what interests the creator of 3D objects for games, and so for Condor 2 is being able to have quality external materials close to the internal renderings of the software.
The world of PBR (Physically based Rendering) and vector structure textures with Blender 2.92, is now almost within the reach of object creators for Condor 2 although the latter does not yet accept textures other than colored images (diffuse). It is therefore still not possible to add a texture of Roughness, or Displacement, or Metalness, and even Normal, in a c3d object of Condor 2, to constitute a material of good quality!
A / The usual paths to obtain a material for external 3D objects with Blender:
1 / the pattern of the unfolded object, or the UV map is exportable
Your object once finished and saved in 3D View, Switch to Edit Mode, select the object
and switch to UV Editing. Unfolding is done now automatically. Otherwise, type U in the UV Editing window, the popup menu allows you to select Unwrapping or Smart UV Project or a more suitable projection system. However, with the UV menu options you have access to all the usual elements to correct the pattern.
Finally, in the UV menu -> Export UV Layout (at the bottom), you can create a map of the pattern that can be textured in the 2D application of your choice such as Gimp or Photoshop.
2 / Paint the faces directly in the 3D view
This is a very powerful feature but rarely used. It allows you to paint colors or textures directly on the object provided you take some precautions and mainly isolate the islands from the UV map. It is even also possible to make the textures of roughness etc.
All you have to do is switch to Texture Paint mode and choose the type of material texture, here Base Color by pressing + then define a base color and press OK. Then just paint with the brush colors or textures on the UV map or directly on the 3D cube. Don't forget to save the image, right window on image * (* indicating that the image has not been saved since it was last modified).
And after exporting to Wavefront and converting to c3d, this is what it looks like in Condor.
Read more in the next message.....
- Miserable ergonomics.
- Complexity of implementation of the system despite a great wealth of functionalities.
- Orientation of the software towards rendering and not towards the creation of 3 D objects for external applications.
- Books and initiation training with the same goal.
But, pushed by film producers, eager for special effects, and advertisement directors, Blender has made its aggiornamento since version 2.8 and it continues happily with version 2.9
- Ergonomics have finally joined international standards, for example: left click for selection.
- The workspaces are much clearer than before.
But what interests the creator of 3D objects for games, and so for Condor 2 is being able to have quality external materials close to the internal renderings of the software.
The world of PBR (Physically based Rendering) and vector structure textures with Blender 2.92, is now almost within the reach of object creators for Condor 2 although the latter does not yet accept textures other than colored images (diffuse). It is therefore still not possible to add a texture of Roughness, or Displacement, or Metalness, and even Normal, in a c3d object of Condor 2, to constitute a material of good quality!
A / The usual paths to obtain a material for external 3D objects with Blender:
1 / the pattern of the unfolded object, or the UV map is exportable
Your object once finished and saved in 3D View, Switch to Edit Mode, select the object
and switch to UV Editing. Unfolding is done now automatically. Otherwise, type U in the UV Editing window, the popup menu allows you to select Unwrapping or Smart UV Project or a more suitable projection system. However, with the UV menu options you have access to all the usual elements to correct the pattern.
Finally, in the UV menu -> Export UV Layout (at the bottom), you can create a map of the pattern that can be textured in the 2D application of your choice such as Gimp or Photoshop.
2 / Paint the faces directly in the 3D view
This is a very powerful feature but rarely used. It allows you to paint colors or textures directly on the object provided you take some precautions and mainly isolate the islands from the UV map. It is even also possible to make the textures of roughness etc.
All you have to do is switch to Texture Paint mode and choose the type of material texture, here Base Color by pressing + then define a base color and press OK. Then just paint with the brush colors or textures on the UV map or directly on the 3D cube. Don't forget to save the image, right window on image * (* indicating that the image has not been saved since it was last modified).
And after exporting to Wavefront and converting to c3d, this is what it looks like in Condor.
Read more in the next message.....