[How to] Exporting multi-textured objects with Blender 2.7
Posted: Fri Feb 02, 2018 9:46 pm
EDIT:
So for anyone who wants to do this, there are two methods:
1. For this you need the Softimage Mod Tool 7.5 with Andeweget's ZETool addon. Export your model to .obj format and import to Softimage Mod Tool. Before exporting to .msh with ZETools, make sure to fix any problems that come up in the 'Check sel' window.
2. If you don't have XSI for some reason: Make your model, then in Edit mode select the part which you want to have a different texture for. Now go to Mesh->Vertices->Separate->Selection (shortcut: Ctrl+V; P). This will make it a different object. Go back to Object mode and select your newly created object. Go back to Edit mode and apply your texture via the UV edit interface. Do these steps for all the different textures you want on your model. Do NOT join the objects before exporting to vrml! Export everything as it is, the SWBFviewer will join everything under one MODL chunk.
Original question:
I've started experimenting with making 3D models in Blender 2.79 for a project I plan to make. I'm exporting them to vrml97 and then using Tipan's SWBFViewer to convert from .wrl to .msh. I recently realized that I cannot seem to correctly export objects that have multiple materials/textures from Blender to vrml - only one of the textures will be exported, and it will be mapped onto the whole model. So, after some searching I found out that Blender 2.49 could export such models easily, but I'm rather daunted by the old interface. I can manage with one tga file most of the time, but I'm not so good at UV mapping. So is there a way to preserve more than one material with the correct UVs in the current version of Blender? Thanks.
So for anyone who wants to do this, there are two methods:
1. For this you need the Softimage Mod Tool 7.5 with Andeweget's ZETool addon. Export your model to .obj format and import to Softimage Mod Tool. Before exporting to .msh with ZETools, make sure to fix any problems that come up in the 'Check sel' window.
2. If you don't have XSI for some reason: Make your model, then in Edit mode select the part which you want to have a different texture for. Now go to Mesh->Vertices->Separate->Selection (shortcut: Ctrl+V; P). This will make it a different object. Go back to Object mode and select your newly created object. Go back to Edit mode and apply your texture via the UV edit interface. Do these steps for all the different textures you want on your model. Do NOT join the objects before exporting to vrml! Export everything as it is, the SWBFviewer will join everything under one MODL chunk.
Original question:
I've started experimenting with making 3D models in Blender 2.79 for a project I plan to make. I'm exporting them to vrml97 and then using Tipan's SWBFViewer to convert from .wrl to .msh. I recently realized that I cannot seem to correctly export objects that have multiple materials/textures from Blender to vrml - only one of the textures will be exported, and it will be mapped onto the whole model. So, after some searching I found out that Blender 2.49 could export such models easily, but I'm rather daunted by the old interface. I can manage with one tga file most of the time, but I'm not so good at UV mapping. So is there a way to preserve more than one material with the correct UVs in the current version of Blender? Thanks.