I am making a game for unity , modeling in Blender, I am using texture atlas.   I would like to know if I should create many texture atlas, how to combine them in only one texture atlas, and weather or not this is necessary?
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I am making a blender model of a Living room. Inside of this Living room, I have several objects that can be used not only in that Living room, but in other kind of rooms. For example, I have:   LivingRoom.blend ==> Basic walls structure, floor, ceiling. Television.blend ==> A complex model of a TV. Statue.blend ==> In this blend file, I sculpted a Statue. Couch.blend ==> The design of a couch And so on... (Lamp.blend, Fan.blend, Painting.blend, Extinguisher.blend, ... you get the point!)   The main file, as you guessed, is LivingRoom.blend, inside of which I will be appending all the others. As I said before, I did it this way because those other objects will be reused in other parts of the house (like in the Kitchen or in the Basement, for example).  I need to Unwrap AND create a Diffuse Map + Normal Map + Specular Map for each object.  But I am presented with an elementary question: should I UV Unwrap + Texture all files in separate Texture files? These objects are to be used in a Game Engine like Unity. So I have two options:   Creating an Albedo.jpg, Normal.jpg and Specular.jpg for all objects. Downside of this method? I would end up with 3 maps for each objects, and the number of textures would increase quickly (in this case, I would have 3*8=24 texture JPG files). UV Unwrapping + Texturing all files ONCE they are inside of the same .blend file. Drawback of this method? I would end up with an extremely messy UV Map and giant Texture files. Furthermore, I think I would lose quality/control over each element separately later on (although with Texture Painting I think this last problem is under control).   I want to clarify this question is a possible duplicate of  of mine, where I didn't get any quality/useful answer. PLUS, this other question includes texturing also.  Thank you!
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I am looking for the best way to make a model comprising of many thin layers.. each with their own unique shape and editability...such as this:    Would it be best to model the object first then divide down into layers? Or to avoid having thousands of seperate objects and risk crashing.. could something be achieved with modifiers such as the array tool? Thanks
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At some point (not right away), I'll be wanting to make a character model which has multicolor hair.  Namely, it will be one color closer to the roots, and another color closer to the tips.  Is there any way to do this in blender?  I would be using Cycles for this.
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Hello!   I've recently started learning Blender and faced one problem.  After applying subdivision surface modifier I have plenty of extra faces. I've watched some teaching videos and I suppose additional faces shouldn't be added. Is it OK ? How to avoid this problem if it isn't.
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Intro:  Ok, so I'm new to blender and have looked all over the internet, and blender is not working as expected (and all the usual that seems to be the required greeting on this site...)  Question.  I can use masks created in the movie clip editor (or the UV/Image editor) in the compositor to combine elements.     How can I use masks to combine shaders and textures?  I could render the mask as an image sequence ,and plug the images as a texture in the material editor. But then every new adjustment  that has to be made in the mask means that the sequence has to be re-rendered. Not the best workflow. Masks being vectors have so many advantages over pixel based files, on top of that it is easy to rotoscope using tracking tools, also they are quite easy to animate and allow fine control when it comes to feathering.  Is there some python amazing script, animation node, add-on, or secret menu for the initiated that allows the mask information to be used interactively on the material editor?
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I'm creating a (fully packed) .blend file that contains textures, cycles materials, UV maps, multiple scenes, rigging, and fluid simulations. The OS I am working on to create it is Windows. However, I must send this file to Blender (same version, 2.66) on Linux. I plan to rebake the fluid on that machine. What considerations must I take with the names, content, etc of packed files and .blend data?
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I have two textures in Blender that are for a desk I am modeling. Each texture is 4K quality and takes up a ton of memory. I only have 4GB of memory on my computer, so I can't render an image of my scene. I decided that I would use an HD quality texture instead of a 4K, but I can not replace or remove textures from my texture list in Blender. Is there a way I can do this? Any help is appreciated.
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I have 3 separate planes that are contiguous and have a common material.  I have applied a noise texture which I later want to use for displacement.  However, the noise texture shows up on the seams, it has clearly been stamped on each of the objects from the same origin point, as can be seen in the first image.    Is it possible to make this seamless?  For example, if I do the same thing with the wave texture, it goes across the objects seamlessly, as below.    Thanks
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I am new to Blender. I downloaded a .obj file of a plant model. When I unzipped it I found two files (.obj and .mtl).  I imported the .obj file and I couldn't do the same with the .mtl to apply the material and the textures.
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How do you add more than one material to a mesh?   I have tried adding two materials to the object, and then assigning one of the materials to a vertex-group, but I could not find a place to assign it.  I am making a striped bouncy ball that I want to deform, so adding a different material by separating the mesh into different objects would not be ideal.
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I have generated 6 images that are of a sky projected onto the faces of a cube from the viewpoint of the centre of the cube (ie. a hopefully seamless skybox).  However I am having issues adding this texture to the world material. I have tried adding the images to the background via an Environment Texture but am unable to get anything even remotely close to looking correct.  Here are my problems:   The world material seems to be applied to a sphere but I want it to be a box (the program I am using to generate the sky generates a box) I don't know how to stitch my images together for use in the world material I'm not sure I'm even going about this the right way   I have searched and searched trying different things for most of the day so far but am coming up blank.
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All of the most powerful texturing applications require a color ID map (Substance Designer, Substance Painter, Quixel DDO). I've been using a Maya plugin called Nightshade Blockout to export color maps for use in these programs. Nightshade may be one of the most-used plugins for texture artists abroad, simply because it's referred and linked by those giants.      I would hope it's as simple as assigning a material color and baking the texture, but it's safe to assume such a map wouldn't come with edge padding (extending the boundaries of each color island by a certain number of pixels, to hide seams during the texturing process).   If there is a Blender workflow/plugin for this, I would love to know about it!  Thanks for reading,  Allen
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Is there an addon, or an easy way to add  effects or  in Blender? I've been using Blender for a while now, and it's very time consuming to always have to export to another software to do them, and sometimes it's impossible if the scene is complex.
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I created some texture maps in MindTex to use in Blender, but I can't figure out how to properly hook them up. The maps I have:  - Diffuse  - Normal  - Height   - Specular   - Gloss   - Self Illumination  - Reflection  - Ambient Occlusion   MindTex (left) vs. Blender (right)  As you can clearly see it's a pretty big difference.  is my material node setup in Blender. In the examples I don't actually use self illumination or reflection images, but including this in the answer would be helpful.
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I am wondering how to recreate some kinds of effects (you can easily do in Photoshop) in Blender.  I want to create the gradient textures like ones pictured below, should I render objects and blur them in compositor? Or can I achieve it using only material nodes?
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I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of  sprites being drawn simultaneously to the screen. I'd like to know what can be done for increasing rendering efficiency if the need arises, preferably using the SDL2 API only. I have previously given a quick look at OpenGL-based 2D rendering, and noticed that SDL2 lacks a command like  int SDL_RenderCopyMulti(SDL_Renderer* renderer,   SDL_Texture* texture,                         const SDL_Rect* srcrects, SDL_Rect* dstrects,   int count)   Which would permit SDL to benefit from two common techniques used for efficient 2D graphics:   Texture batching: Sorting sprites by the texture used, and then simultaneously rendering as many sprites that use the same texture as possible, changing only the source area on the texture and the destination area on the render target between sprites. This allows the encapsulation of the whole operation in a single GPU command, reducing the overhead drastically from multiple distinct calls. Texture atlases: Instead of creating one texture for each frame of each animation of each sprite, combining multiple animations and even multiple sprites into a single large texture. This lessens the impact of changing the current texture when switching between sprites, as the correct texture is often ready to be used from the previous draw call. Furthemore the GPU is optimized for handling large textures, in contrast to the many tiny textures typically used for sprites.   My question: Would SDL2 still get somewhat faster from any rudimentary sprite sorting or from combining multiple images into one texture thanks to automatic video driver optimizations? If I will encounter performance issues related to 2D rendering in the future, will I be forced to switch to OpenGL for lower level control over the GPU?  Edit: Are there any plans to include such functionality in the near future?
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I am working on creating a hammer in Blender, but I am having a problem. I separated the hammer and the handle into two separate objects, but when I apply textures to one of the items, it applies the texture to both objects. I used P and then selection to separate the two pieces.