File :-(, x, )
HALP! Anonymous
HALP!

How do I make my 3d models in blender retain their textures?! I make a model, select it all, go into object mode, and save it as a .3ds, open it in pepakura, and the textures are gone T_T. How do I incorporate the textures with the file?!
>> Anonymous
And to make things ridiculously clear, here is basically what I do.


New -> materials -> textures, new texture, clouds, change it to blue.

Now I have a blue clouded cube. Export as 3ds, pepakura doesnt get it.

New-> extrude the shit out of the cube, making a man -> edit, seams -> object, faces, uv map -> export to photoshop -> import back -> object mode, materials, texface on -> export -> pepakura model is blank, but if I load up the photoshoped UV map in its there, but doesnt stay with the file like it does in the .blend format
>> Anonymous
>>53570
Have you tried exporting as .obj? Dunno if it will help, though. But many /po/eple have trouble using .3ds with Pepakura, .obj seems more reliable (most reliable is Metasequoia mqo, though: they're even advertising for it at the official Pepakura site http://www.tamasoft.co.jp/pepakura-en/productinfo/product_index.html lol
>> Anonymous
>>53568
Isn't a UV map (embedded in the 3D model file) used to tell the program where the textures (seperate image files) go on the 3D model? As in: don't you need both? Textures and UV map coordinates embedded in the 3D model file?
>> Anonymous
Ok, then back to square one.


How do I embed my texture in my obj/3ds file ><
>> Anonymous
>>53599
I don't use blender myself, but usually, you just put the textures you want on the polygons in the 3D modelling program, and then when you save/export the model, the UV coordinates should be automatically stored in the model (if the format supports this, of course).
In Metasequoia: you set the "material" (textures, being an image file like jpg) to the "faces" (polygons). Then you save the model, and then you open the mqo file and presto: that's it. The model will have the textures. You can even change the image files you used as textures with 3D Model Window > Texture Configuration
If you can't change the texture jpg files in Pepakura, it's likely your model doesn't have any UV map information saved.
>> Anonymous
No no, I can change it in pepakura, the uv data does stick with it, but the files do not. the textures.
>> Anonymous
     File :-(, x)
Lol! Fixed it. Blender outputs uv in a .tga, which pepakura couldn't read. I reset it to a .jpg and pepakura gets it just fine.

Here, my first (horrible) papercraft!

What I basically did, was make him as a model, UV map him, then tear off the arms and legbase and replace the tear with faces, which default to white. Worked rather well, actually.
>> Anonymous
     File :-(, x)
I hate the way pepakura messes up the textures when it resizes though.
>> Anonymous
It works the same way in sketchup?