- Top level project lifecycle for new x-ray machine model
- 3D X-ray model – my project charter
- 3D x-ray model project – Phase2: Planning
- Control panel design for 3D x-ray model
- C-arm broad design for 3D x-ray model
- The bench design for the x-ray model
- X-ray model design – floor and ceiling mounts
- Let the modelling begin: the patient bench
- Started the C-arm modelling
- Small example of things not working in 3D modeling #Blender
- Fixed those few modelling challenges #Blender
- A little work on the C-Arm of the model #Blender
- Lessons Learnt: Unwrapping and moving textures from #Blender to #DAZStudio
- Textures for the C-arm model #Blender #DAZStudio
- Progress with the C-arm mount interface #Blender
- The control panel for the x-ray #Blender
- Ceiling mount added #Blender
- The model of the monitor is complete #Blender
- How did I make the x-ray machine model? #Blender
- User Testing – finalising my model of an x-ray machine #Blender #EuroPCR
This is another post where I demonstrate my mistakes and the lessons that I learnt. So yes, this post is mostly for noobs like myself who are learning Blender. The topic revolves around “unwrapping” a model, exporting it and then importing it into another application. Think of “Unwrapping” as the process where you peel the skin off an object so that you can paint it and stick it back on again. So the “skin” is saved in a picture file to be added later in other applications. The great thing about this is that you can make several copies of this skin (or texture) file and make each different and so changing the look of an object becomes as quick as loading a different skin. A bit like different themes on your computer desktop.
Firstly, here is the final successful process in diagrammatic form:
The most annoying mistake here was the first time around when I did not name the materials for each object (part 3 of step 1). I had been really good in naming each of my objects. This is a computer programming habit where good naming practice makes life easier when you are modifying your work at a later stage or when others are trying to figure out what you have done. In applications like Blender and DAZ sensible descriptive names also help you quickly identify the different components that you are working with.
Now I did not name the materials. The reason for this was several different experts online explaining that materials usually don’t work between different applications and that textures are the way to go. So I figured that I would just use textures and hence I totally ignored materials altogether. However when I imported my OBJ file (i.e. the model that I had made in Blender) into DAZ Studio and proceeded to look for my sensible object names in the Surfaces tab… arghh!!!! No sensible object names! Only material001, material002 and so on. So I had to go back to Blender and rename each material associated with objects to the same name as the object and now:
I guess the next thing I learnt isn’t so much a mistake as a personal preference when making objects in Blender. As you are aware, a model can be made up of several components. When I made my patient’s bench in prior posts I linked the several components together as one object in Blender. This meant that the entire object had only one texture file when I unwrapped it. However in making the C-arm I decided to go with each component having its own texture file, so I did not link them. Personally I have found this less confusing.
Anyway, thanks for reading and next post I can show you some of my textures for this.