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Blender 2.6 Essential Training

Using bitmaps


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Blender 2.6 Essential Training

with George Maestri

Video: Using bitmaps

Now let's take a look at how to use image maps as part of a texture. Now I have a very simple chair here in my viewport and we have a basic material applied. Let's go ahead and add in a texture. So I am going to go over here to my Texture panel here at the little checkerboard, and you will see that I have no textures in the scene at the moment. So let's go ahead and hit the New button. You will see that by default it brings in this procedural texture. Now this is not what we want; we want an image.
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  1. 3m 42s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Using Blender on a Mac
      42s
    5. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 44m 15s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode
      4m 45s
    6. Working with edges and edge loops
      3m 42s
    7. Extrusions
      5m 18s
    8. Smooth shading objects
      2m 23s
    9. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 51m 48s
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor
      8m 28s
    4. Using UV projections
      5m 56s
    5. UV mapping a character
      6m 11s
    6. Fine-tuning UV mapping
      6m 7s
    7. Creating Bump and Normal maps
      3m 15s
    8. Displacement mapping
      3m 48s
    9. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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Blender 2.6 Essential Training
7h 26m Beginner Dec 21, 2011

Viewers: in countries Watching now:

This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.

Topics include:
  • Navigating in 3D space
  • Selecting, rotating, and scaling objects
  • Using Snap to move objects precisely
  • Creating mesh primitives and extrusions
  • Subdividing meshes
  • Creating a simple creature
  • Joining mesh objects and stitching vertices
  • Organizing a scene with layers, groups, and hierarchies
  • Assigning glossy and reflective materials to objects
  • Creating bump maps
  • Creating sky and ambient light
  • Understanding ambient occlusion
  • Adding motion blur and depth of field
  • Editing animation in the Graph Editor
  • Building and animating a simple character
Subject:
3D + Animation
Software:
Blender
Author:
George Maestri

Using bitmaps

Now let's take a look at how to use image maps as part of a texture. Now I have a very simple chair here in my viewport and we have a basic material applied. Let's go ahead and add in a texture. So I am going to go over here to my Texture panel here at the little checkerboard, and you will see that I have no textures in the scene at the moment. So let's go ahead and hit the New button. You will see that by default it brings in this procedural texture. Now this is not what we want; we want an image.

So I am going to go ahead and click on this and scroll up until I find the entry that says Image or Movie, and let go. And you will see that, well, its dark. Well that's simply because we haven't loaded the image yet, but we can find that under this file browser here. Under Image, I am going to hit Open. Fabric_Dots is the name of it in the Chap07 folder, and hit Open Image. So this is just a polka-dotted fabric pattern. So if I want to see this on my material, I can. You can see how I've got my polka dots and they're applied to my object.

But they look a little stretched. In fact, let's go ahead and do a quick render here. And you can see that I am getting that same stretching on my object. Now this actually brings up one of the fundamental concepts of image mapping. We have a 2D image. We have a flat image that only has X and Y coordinates. But we have a 3D model. So we need to map this 2D image to the 3D model. In other words, we kind of have to gift- wrap our flat paper on to this object to make sure that all the textures apply.

Now we do that using Mapping. Now in our Texture panel, we should have a Mapping rollout here. And this has a number of options. The one that we want to focus on right now is called Coordinates. By default, it's set to Generated, which are basically just Blender-generated coordinates for the default objects. But we really don't want that; we want more specific mapping. Now this chair has already been mapped and to use the mapping that's baked into the object, we select UV Mapping. And this is probably what you will use most of the time.

Now you can see when I selected that that my sphere stops streaking, and I have the texture applied little bit more rationally here. And if I render this, you can see how the mapping that's already baked into the chair takes effect and now I get a pretty good application of that texture. Now once we have this, you will say, well, I also want to see this in the viewport. Well we do have a textured option in our viewport shading, and let's go ahead and take a look at that.

And we will instantly see that, well, we have a little bit of a quirk here. This actually brings up one of the quirks of Blender. The image used in the viewport shading does not have to be the same one in the material; in fact, they are separate. So this is really because I can actually have multiple textures in a material and Blender doesn't really know which one to choose. I mean I could have a texture for the color, I could have one for the transparency, one for bump mapping.

So Blender doesn't know which one to show in that viewport. So we have to tell it. We can do that by using the UV Editor. The easiest way to get to this is to just use one of the standard layouts, so I am going to click here and scroll down until we get UV editing. And what this does is it just brings up a standard layout here where we've got the UV/Image Editor on the left side and then just a standard viewport on the right. Now, in this viewport I am going to go ahead turn on the texture even though we are not going to see it--we will see it pop up once we get this fixed.

What we have to do is we have to select the faces of this object and then apply that image to them. So in order to get to the faces, I need to go into Edit mode. I can hit Tab or select it from here. Now notice how as soon as I hit this, all of those polygons show up in this UV image viewport. But I want to make sure that I get into Face mode, so I am just going to go ahead and click here, or you can do Ctrl+Tab to make sure you are in Face mode.

And then I want to make sure that I have everything selected, so I am going to go ahead and hit A. And once I've done that then all I have to do is apply that image to those objects. So I am just going to go here, over into my UV Image Editor, and you'll see along the bottom I have an entry here called Image. Click on that. Hit Open Image. And I'm going to select the same fabric dots that I had before. And once I do that, you can see how now it shows up in the viewport.

So all I have to do is hit Tab, and there it is, and then when I render, it looks to same. Now we still have a bit of a disconnect because this image here is not necessarily the image that we render. So let's go through this process again and just load a different image so I can show you how that works. I am going to go into my perspective viewport, hit Tab, and make sure that all of my faces are selected. Then over here, since I already have an image selected, I can just change it here. So I am going to go under Image, select this little file browser, and this time I am going to select a different image. I have one out there called CardboardBox that we can use.

And when I do that notice how that image changes. So if I hit Tab, you'll see that well now I've got this image on my chair, but that's only for the viewport. If I hit F12, you will see that it's still rendering my materials, and that's because, if I go over to my default here, you'll see that I still have that as my texture selected here. So just be aware that the texture that you have in your viewport may not match the one you have in your materials, and if that's the case, then make sure you select all the faces in your object and apply the proper texture.

So to refresh, in order to add a bitmapped texture you need to load it in the Texture panel and then make sure that your Mapping Coordinates are set to UV. In order for the bitmap to show up in the viewport, you need to go into the UV Editor, select all the faces in the object, and then load the image onto those faces.

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