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| opensim:fbx2dae_uv [2024/02/14 20:05] – created yavannah | opensim:fbx2dae_uv [2024/02/14 20:27] (current) – yavannah | ||
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| Open Blender: | Open Blender: | ||
| - | * Launch Blender and open the .FBX file (File > Import > FBX). | + | |
| | | ||
| Review the Model: | Review the Model: | ||
| - | * Make sure the 3D model looks as expected and the material is applied correctly. | + | |
| Switch to Cycles Render Engine: | Switch to Cycles Render Engine: | ||
| - | * Change the render engine to Cycles. You can do this in the top bar next to the " | + | |
| Set Up UV Maps: | Set Up UV Maps: | ||
| - | * Switch to the " | + | |
| - | * Open the "UV Editing" | + | * Open the "UV Editing" |
| - | * Ensure your model has UV maps. If not, unwrap the model (U > Unwrap). | + | * Ensure your model has UV maps. If not, unwrap the model (U > Unwrap). |
| Assign Image Textures to Materials: | Assign Image Textures to Materials: | ||
| - | * Go to the " | + | |
| - | * Ensure each material uses an image texture. Assign textures if needed. | + | * Ensure each material uses an image texture. Assign textures if needed. |
| Export UV Layout: | Export UV Layout: | ||
| - | * In the "UV Editing" | + | |
| + | * **Exporting UV Layout in Blender** | ||
| + | * //Switch to UV Editing Workspace:// | ||
| + | * //Select All UVs:// \\ In the UV Editing workspace, make sure all UVs are selected. You can do this by pressing A to select all. | ||
| + | * //Export UV Layout:// \\ Go to UV > Export UV Layout from the top menu. | ||
| + | * //Configure Export Settings:// \\ A pop-up window will appear. You can set the image size, margin, and other settings.\\ Choose a location to save the UV layout image. | ||
| + | * Export:\\ Click the " | ||
| + | * This will save an image containing the UV layout of your 3D model. \\ You can use this image for texture creation or as a reference when editing textures. | ||
| Export Textures: | Export Textures: | ||
| - | * Save your image textures to a folder. Make sure to use common image formats like PNG or JPEG. | + | |
| Create a New Texture: | Create a New Texture: | ||
| - | * Back in the " | + | |
| - | * Assign the exported UV layout as the texture. | + | * Assign the exported UV layout as the texture. |
| Switch to the " | Switch to the " | ||
| - | | + | * Go to the " |
| Bake Textures: | Bake Textures: | ||
| - | * Scroll down to the " | + | |
| - | * Choose " | + | * Choose " |
| - | * Click on the " | + | * Click on the " |
| Save Baked Texture: | Save Baked Texture: | ||
| - | * After baking, save the baked texture image (Image > Save As Image). | + | |
| Export as .DAE: | Export as .DAE: | ||
| - | * Switch back to the " | + | |
| - | * Export the model as a .DAE file (File > Export > Collada (.dae)). | + | * Export the model as a .DAE file (File > Export > Collada (.dae)). |
| Include Textures: | Include Textures: | ||
| - | * When exporting, ensure the " | + | |
| Now you should have a .DAE file with the 3D model, UV maps, and textures ready for import. | Now you should have a .DAE file with the 3D model, UV maps, and textures ready for import. | ||