How to export a textured blender 3d model to the studio

Hi guys, I am darts1223 and I bring you a new tutorial for you to enjoy, many people have asked for it including @CAP7A1N , I hope it serves, let’s start

The first thing to do when starting the tutorial is to go to the right of your screen and select the winged sphere of a few squares, this will allow us to create a new material with the texture that we will put

tuto1

already selected we will create a new material giving the option that says new

do not be scared if you get this option, this means that our material is created and we can continue with the next step, now we must go to the squares next to the material sphere

tuto4

will appear an option equal to the one where it says “new”, here when pressed we will create the texture for our material so press it

Now we can use the texture we need, worse before we need to preview a 2d view of how the texture would look
if we press on the three lines in the upper right corner of the screen we can drag a new window to the left, this will help us to preview the 2d view for the texture

tuto6

after dragging to the left we will have a window similar to the one on the left


ow we need to change the mode to UV projection by doing the following

3d
uv

it will look something like that

Now we will need to open a new texture by selecting the folder that is in the next section

tuto8

I will select this

Now we add the texture added, to modify the position we want it to take in our 3d object we will need to unwrap the object in a 2d plane, the one we have on the right, we will press the tab key that will put us in the edit mode, and we will select all the vertices, we will give the u key and a series of options will appear, I usually use project for view and unwrap, project for view will allow us to develop it from our point of view, and unwrap will allow us to develop it in faces, this depends on your model and of your decision, in this case I will use unwrap

we will project a 2d view of the object, here we can accommodate it and so on, to accommodate it correctly we will need to re-upload the texture but this time in the uv window, for this we will select the folder that is in the toolbar below the 2d view there only We will select the previous texture,

when loading it we will stay as follows, here we can accommodate it using the edit mode ( TAB) as much as we want with the keys to move (g) scale (s) and this, in this case I will not do it, there is also how to paint textures but that will teach in a next tutorial

to visualize the texture after accommodated in 3d mode, we can use different methods, in this case I will visualize it changed from the object mode to the texture painting mode

In my case it looks like this, since I haven’t accommodated the vertices in the texture

Now we will export it by going to file and exporting it as an fbx file

already in the study we will insert a meshpart going to the explorer in workspace, and insert the meshpart object

in the properties of the mesh part block we will go to the folder that appears as “MeshID” and there we can select our file that we had exported previously

my file is called tuto

tuto20

and this is our final result

PNG

It is a basic tutorial and you can practice it, I recommend a Mark Seam tutorial to correctly divide the UV projection and accommodate it easily, I hope it would help you, and remember to practice it so that it works out better, this has been everything and we will see you in the next time

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