Texturing models for video games is very particular. You want your models/textures to be as efficient as possible, and this means using one texture for a model even when it has several mesh’s coming together.
I have come up with a very quick workflow for passing a model from Blender over to zBrush for Polypainting. Multiple mesh’s using one UV/Texture map.
This workflow will be outlined here. This tutorial will assume you have basic working knowledge of both Blender and zBrush. Links will be included for the plugins you will need, as well as other tutorials that will help you get to this point.
ZBC does not allow more than 6 attachments per post, so I guess I will have to break this up into multiple posts. :rolleyes:
Software I will be using:
zBrush R6
Blender 2.72b
Blender plugins:
TextureAtlas0.18 - Very useful for getting all UV’s on one map, but is also great for Lightmap baking.
URL’s for TextureAtlas:
Downloadfrom: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/TextureAtlas
Intro& overview by Paul Geraskin - https://www.youtube.com/watch?v=cIok7SCQ3SA
Intro& overview by Gleb Alexandrov - https://cgcookie.com/blender/2014/08/19/using-texture-atlas-addon/
Note: This version of TextureAtlas is intended for Blender 2.68 but works just fine for later versions. Also available for older versions of Blender.
GoB - Unofficial GoZ for Blender
URL’s for GoB:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/GoB_ZBrush_import_export
Download from: http://www.zbrushcentral.com/showthread.php?127419-GoB-an-unofficial-GoZ-for-Blender/page15 (Look for post #216 by Magacal)
Intro& overview by Matthew Heimlich -http://cgcookie.com/blender/2013/06/03/using-gob-zbrush-applink-blender/
Note: This version of GoB is intended for Blender 2.65 but works just fine for later versions. Also available for older versions of Blender. The FIRST URL above (wiki.blender.org) has a download for Blender 2.69, which only contains a python script. It may be beneficial to use this, however it has not been necessary for me so far.
Learning resources
Blendertutorials
https://www.youtube.com/user/cgboorman
https://www.youtube.com/channel/UCVA3cYOgsTN4hs3v7pjne7w Be sure to check out Gleb’s “Game level texturing series”
Let’s get started!!
We will begin in Blender by creating a very basic scene. A cube, a cylinder, and a torus which has been link duplicated. We wont be modeling anything fancy here, this is just to illustrate the UV &Texturing process.
Link duplication is the same as “instance” in other modeling programs. This means it will share the same UV/Texture space as the original; texture one and therefore the other. If you want both to be textured individually, a regular duplication should be used. Of course those would also need their own seams and unwrapped separately.
Step 1. Create objects, Mark seams, and unwrap.
We are going to be using zBrush’s AMAZING Polypainting capabilities! This means we don’t have to worry as much about where our seams are. We are going to be painting on seams that are already joined together, so matching them up is painless.
Step 2. Use TextureAtlas to create a single UV layout for all mesh’s in your scene
2.a After installing TextureAtlas, you will find it on the render tab. In object mode select all objects with the exception of any linked duplicates. Click the “+” button to create a new UV set which will contain all UV’s created up to this point. Be sure that you have unwrapped everything first! Under “Group Name” you may call this anything you like and click OK. Mesh’s are now a group as far as TextureAtlas is concerned. Outlined in green.They are not merged or grouped traditionally.
2.b A new UV set is created. Press tab to go into edit mode. With the UV/Image palette open you will see a multi-colored checker pattern covering the UV layout, and a mess of overlapping UV’s.
On to part 2