I am trying to work out a workflow to use for Modelling and texturing in Blender.
I have followed the steps here: http://springrts.com/wiki/TutorialBlenderWorkFlow
But I have not yet worked out how to UV map for models with multiple pieces.
From what I can work out spring seems to require a UV map for the entire model not per piece. I have UV mapped and Textured the whole model but how do separate the model into pieces so that it can then be animated?
Test mod and Blender model and texture files here:
https://www.dropbox.com/sh/6dmtwdfz8ebdj3n/N3ZJ3LAm5t
Thanks
Blender Workflow for UV mapping for Spring?
Moderators: MR.D, Moderators
Blender Workflow for UV mapping for Spring?
- Attachments
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- testtank.zip
- Blender model and texture files
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Re: Blender Workflow for UV mapping for Spring?
Assign the same material to all pieces, then export. Also, what are you using to make .s3o files?
Re: Blender Workflow for UV mapping for Spring?
The way i do it is a bit backwards: unwrap each piece individually, copy uv layout for similar pieces when appropriate, then join objects to confirm no overlap. If overlap exists, ctrl+z, fix. If no overlap and you're fine with layout, export layout as PNG, ctrl+z to restore multipieces.
tl:dr i only join the model to see whether there are overlaps. materials don't get translated into Spring anyway, though recent spring-assimp seems capable of mining texture name files straight out of the model.

tl:dr i only join the model to see whether there are overlaps. materials don't get translated into Spring anyway, though recent spring-assimp seems capable of mining texture name files straight out of the model.
... if you are making them at all, rather than import direct?Also, what are you using to make .s3o files?

Re: Blender Workflow for UV mapping for Spring?
Thanks Guys.
I am not using .s30
Am exporting to collada .dae
I couldn't get Blender files to work directly, as Anarchid does (I think only certain versions of Blender are supported.) But .dae works fine.
@Beh I will check out the materials thing that would be cool I'm not sure if that would work though.
@Anarchid Thanks I will do that. I thought I would have to do some thing like that but I wanted to check. It would be cool to have your whole blender workflow on the wiki because I think it would help open up the spring game dev to more people. And you seem to be the most knowledgeable person regarding blender and spring.
Thanks again.
I am not using .s30
Am exporting to collada .dae
I couldn't get Blender files to work directly, as Anarchid does (I think only certain versions of Blender are supported.) But .dae works fine.
@Beh I will check out the materials thing that would be cool I'm not sure if that would work though.
@Anarchid Thanks I will do that. I thought I would have to do some thing like that but I wanted to check. It would be cool to have your whole blender workflow on the wiki because I think it would help open up the spring game dev to more people. And you seem to be the most knowledgeable person regarding blender and spring.
Thanks again.
Re: Blender Workflow for UV mapping for Spring?
Yeah, upgrading from blender 2.61 broke the compatibility with assimp for me too.(I think only certain versions of Blender are supported
I'll keep that in mind once i finish with my current chores.It would be cool to have your whole blender workflow on the wiki
Re: Blender Workflow for UV mapping for Spring?
@Anarchid.
Yeha no Pressure about the wiki.
I thought it would also save you the time of answering the forum posts of the next 10 noob game devs like me who get stuck.
Yeha no Pressure about the wiki.
I thought it would also save you the time of answering the forum posts of the next 10 noob game devs like me who get stuck.
Re: Blender Workflow for UV mapping for Spring?
Hey. I have finished a first model and UV wrapped. And all is working well.
Now I am looking for some more info on editing up collision volumes using the blender workflow.
@Anarchid How did you set it up for your zk floating squid unit.
Did you just created a mesh and call it "collision volume"? is there a way to reference it in the 'objects3d .lua' file
Now I am looking for some more info on editing up collision volumes using the blender workflow.
@Anarchid How did you set it up for your zk floating squid unit.
Did you just created a mesh and call it "collision volume"? is there a way to reference it in the 'objects3d .lua' file