I'm kinda stuck in Blender, since I ported all (!) the player characters from Metin2 now and some of them had a bone exclusively to the face mesh created in the porting process. I removed that bone, so that the mesh follows all the other relevant bones (spine, neck, root) - but the mesh now ONLY follows the root bone.
Am I missing something or is there a way to parent the face mesh to the other relevant bones, namely all the spine and the neck bone(s)?
Blender General Questions
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Re: Blender General Questions
Hi all, I am trying to get into 3D printing of game models. I've used XPS to export poses of characters I've downloaded as OBJ or STL so I can prepare them for 3d printing. I've watched a few blender 2.8 tutorials and searched and searched and cant find a nice step by step guide. I have about a week's experience with blender
I've used the XPS import tool to open in blender as I would like to add some physical texture to the meshes to give some depth to the prints. I've seen that I have to add a displacement or height map
I've read that using a program called materialize I can easily add height information from the normal map and diffusion map as seen here to export a png displacement/height map which looks great (well this is quick and dirty for testing)
![Image](https://imgur.com/NGA7nTi.jpg)
![Image](https://imgur.com/M7TuAER.jpg)
Malthael starts out with flat textures when imported using XPStools in blender, which would make the 3d print look something like this
![Image](https://imgur.com/nkX0FhU.jpg)
![Image](https://imgur.com/UqcTWTW.jpg)
I add the texture map in Blender and connect it to the displacement node under output, change the rendering engine to cycles
![Image](https://imgur.com/a3TrEES.jpg)
![Image](https://imgur.com/xgKNUKo.jpg)
Final result is not what I would expect
![Image](https://imgur.com/X1awMhB.jpg)
when I add a displacement vector
![Image](https://imgur.com/N2WRz5e.jpg)
it looks even goofier
![Image](https://imgur.com/pAK6pxL.jpg)
I feel like there must be something I have to set up right. I've seen tutorials mention subdivision and UV.,
If anyone can suggest a simpler way to transform a mesh with the height map I'd appreciate any help!
since posting this I realized I had to join everything prior to using the displacement/height image. The output is still just a big balloon
I've used the XPS import tool to open in blender as I would like to add some physical texture to the meshes to give some depth to the prints. I've seen that I have to add a displacement or height map
I've read that using a program called materialize I can easily add height information from the normal map and diffusion map as seen here to export a png displacement/height map which looks great (well this is quick and dirty for testing)
![Image](https://imgur.com/NGA7nTi.jpg)
![Image](https://imgur.com/M7TuAER.jpg)
Malthael starts out with flat textures when imported using XPStools in blender, which would make the 3d print look something like this
![Image](https://imgur.com/nkX0FhU.jpg)
![Image](https://imgur.com/UqcTWTW.jpg)
I add the texture map in Blender and connect it to the displacement node under output, change the rendering engine to cycles
![Image](https://imgur.com/a3TrEES.jpg)
![Image](https://imgur.com/xgKNUKo.jpg)
Final result is not what I would expect
![Image](https://imgur.com/X1awMhB.jpg)
when I add a displacement vector
![Image](https://imgur.com/N2WRz5e.jpg)
it looks even goofier
![Image](https://imgur.com/pAK6pxL.jpg)
I feel like there must be something I have to set up right. I've seen tutorials mention subdivision and UV.,
If anyone can suggest a simpler way to transform a mesh with the height map I'd appreciate any help!
since posting this I realized I had to join everything prior to using the displacement/height image. The output is still just a big balloon
Re: Blender General Questions
hey guys, gave up on blender, found this tutorial for photoshop that does everything in a few easy steps for 3d printing!
https://grabcad.com/tutorials/how-to-3d ... -photoshop
https://grabcad.com/tutorials/how-to-3d ... -photoshop
Re: Blender General Questions
Hi guysiheartibuki wrote: ↑Thu Nov 29, 2012 3:28 pm It may have been the same video but the one I saw before didn't have text overlays, so the YT user might have updated it just recently. I'll give this a go tonight *crosses fingers*. Only issue I see is that it will leave faces where the mesh was split. I hope they can be separated as loose parts.
Thanks for linking me to this.![]()
Wow, the video looks great with the new text overlays! I'm excited to try this technique tonight and see if it works for me.free fire name