One object can have many materials, and one material can have many textures. — OldVamp


Using Blender to create, texture, and export a 3D model for display in Sansar

In

Cara’s post was a lot for me to digest because it covered some advanced topics such as exporting multi-part animated objects from Blender and reducing Polygon count for collision mesh. I also had to focus in on the Blender information that was mixed with similar information that was specific to other 3D software such as Maya and 3ds Max. It also had information related to avatar attachments that I will not include here. At a later time, I will write a separate post that focuses on attachments.

I felt it would help me to rewrite this information in my own words. I am reducing it down to its most basic parts and using my own illustrations. While I work through this process, I will leave this page open for other creators to look in on what I am doing. Remember that I am doing this for my own use, but I welcome comments from anyone who uses Blender and creates things for use in Sansar.

The first re-structuring of the information is to write this post in a first-to-last form. The part about creating the model, texturing the model, and then exporting the model will be found in that order. As I write other posts about how I use Blender, I will add links to useful posts of my own.

3D models must be exported from Blender as either FBX (.fbx) or OBJ (.obj) file format to be imported imported into Sansar. I will first write about exporting FBX files using Blender. At a later time, I will write about exporting the OBJ file format. There are noteworthy differences in how OBJ files are imported into Sansar. When I learn those details, I will write that as a part 2 of this post.

Advertisements