» Mon May 07, 2012 9:29 am
I'm not sure I entirely get what you're trying to say here, so forgive me if I beat about the bush a bit (and act like we're all using 2.49b, which shouldn't be too dissimilar). It does sound like it could be a few things:
- You may have messed up and/or duplicate vertices. In Edit mode, tap A a time or two to select everything, tap W, select Remove Doubles. May help.
- If everything went all crazy and grey over in your UV window it could be you don't have the texture properly applied to the faces. If some of your faces are textured and some aren't, this is a sure sign. Select one of the untextured faces, then A to select all, then make sure to choose a texture over in the UV window. May clear things up.
- As a side note, the CS wiki tutorial is wrong: You can use all the .dds files you want without issue. I'll get back to this in a sec, but that tutorial is pretty old and should be taken with several grains of salt.
- I'm heavily unconvinced by the UV mapping advice given there. There's no particular reason, assuming you know how to mark seams, that unwrap isn't a superior method for this kind of work. More on that in a sec too.
You may want a different tutorial. http://tesalliance.org/forums/index.php?app=tutorials&cat=15 has a few, and I've written my own weapon tutorial in two parts http://dementedrabbits.net/wordpress/2010/08/creating-oblivion-weaponry-in-blender-part-1/ and http://dementedrabbits.net/wordpress/2010/08/creating-oblivion-weaponry-in-blender-part-2/. Specifically regarding UV mapping, I have a tutorial http://dementedrabbits.net/wordpress/2010/05/creating-dice-in-blender/ that should explain marking seams and unwrapping (the second part of the weapon tutorial also covers this, but start here). You'll also want to look into how UV face layouts work, covered http://dementedrabbits.net/wordpress/2010/05/using-uv-face-layouts-to-texture-with-blender-and-gimp/. Other random and non-topical tutorials http://afkmods.iguanadons.net/index.php?a=topic&t=64.
Were it me, I'd go through the dice tutorial I linked first just to get the concepts, then go on to weapons. I will say that once you get this first one down, the process becomes a whole lot easier.
Lastly, a few ruminations on seam marking and unwrapping. This will make a whole lot more sense once you've done some reading, but:
- The tip to marking seams is to visualize your object like one of those fold-up paper houses, the ones where all the walls are connected by fold lines, and there are glue tabs and things. You pretty much want to make your object look like that. On a sword, for instance, you'll want to mark off the entire guard and make it its own thing, maybe part of the hilt, too. It helps to take a few vanilla textures and see how they did it to get a feel for things.
- When unwrapping, project from face works really well from top/side/front view if your object doesn't have a lot of vertical to deal with. Good for blades and things, but not square beams or the like. If you've got a good candidate for it, once you've unwrapped you shouldn't need to do much except maybe scale (s key in the UV window) or rotate (r key).
- Otherwise, your go to command should be unwrap. Things will come out kind of skewed, and you'll probably need to wrestle with it some and drag vertices all over the place. One trick for doing that is to keep in mind that Blender likes numbers really well. Select a vertex in the UV window, start dragging, then hit X or Y and a number and then enter, and your vertex will move precisely a number of pixels equal to whatever you typed. You can get really good precision that way if you decide you need it (good for handles and walls and things).
Good luck. Hope this helps.