Picture of Adding your 2D Dieline or Template to Blender for MegaEdit 3D | ME_3D_005

Adding your 2D Dieline or Template to Blender for MegaEdit 3D | ME_3D_005

This video tutorial demonstrates how to add a dieline into a 3D Blender model, import a 2D model, define and apply materials, and perform UV mapping to align 3D elements with a 2D template for effective texturing and rendering.

Tutorial Video Transcript

A transcript of our tutorial video, ensuring you can find exactly what you need, when you need it.

You can search this page to find the relevant time-stamp in the video. Also, this text can be used as part of the tutorial search feature.

00:00:05:26 - 00:00:06:18
Okay.

00:00:06:18 - 00:00:06:27
Right.

00:00:06:27 - 00:00:09:27
So let's actually get on with doing this
rather than just me talking about it.

00:00:10:02 - 00:00:13:02
So the first step is we actually want to

00:00:14:09 - 00:00:18:01
add our dieline into our 3D blender model.

00:00:18:15 - 00:00:19:01
So again

00:00:19:01 - 00:00:20:28
you've got the ability
to download this model

00:00:20:28 - 00:00:22:18
if you want to play around
with this in future

00:00:22:18 - 00:00:25:21
or if you even just want to play with it
in blender, you don't need,

00:00:26:21 - 00:00:29:21
any Infigo license
to play around with the model in blender.

00:00:30:00 - 00:00:33:00
So what I want to do, first of all,

00:00:34:18 - 00:00:35:28
is to actually import

00:00:35:28 - 00:00:38:28
our 2D model into this blender model.

00:00:39:05 - 00:00:42:05
So to do this,
I'm just going to go down to

00:00:43:02 - 00:00:46:02
our UV image editor.

00:00:47:08 - 00:00:50:08
And I'm going to open our relevant model.

00:00:55:07 - 00:00:56:20
So there we go.

00:00:56:20 - 00:00:58:08
I've got my 2D guideline.

00:01:04:08 - 00:01:05:03
Now this will form the

00:01:05:03 - 00:01:08:03
basis of our texturing of the 3D model.

00:01:08:05 - 00:01:10:28
So our aim in later
steps is going to be, as we've mentioned,

00:01:10:28 - 00:01:14:12
to dictate
which particular areas of that 2D model

00:01:14:18 - 00:01:18:08
are associated with faces
or elements on the 3D model.

00:01:19:15 - 00:01:23:01
The next step here is to actually define
the material.

00:01:23:20 - 00:01:26:20
Now, the material was a kind
of alluded to earlier on,

00:01:26:25 - 00:01:31:14
is something that's actually going to skin
that 3D model that we're making.

00:01:32:10 - 00:01:34:26
So you'll see if I come over
to the right hand side

00:01:34:26 - 00:01:37:26
and click on materials,
which is this one here.

00:01:39:29 - 00:01:42:29
I can add the new material.

00:01:43:00 - 00:01:46:15
And you see that instantly
that's changed the color of the 3D model

00:01:46:15 - 00:01:50:16
because it's assigns
the basic core material that we've made to

00:01:50:16 - 00:01:52:07
that particular 3D model.

00:01:55:02 - 00:01:57:29
The next thing we
have to do is to actually tell the system

00:01:57:29 - 00:02:01:27
that we want to use this 2D model
as the skin for this 3D model.

00:02:02:24 - 00:02:05:20
To do this,
I'm just going to go to our node editor.

00:02:05:20 - 00:02:07:20
Now. Again,
I'm just keeping this super simple.

00:02:07:20 - 00:02:10:12
So it's not kind of I guess

00:02:10:12 - 00:02:11:21
a button clicking guide.

00:02:11:21 - 00:02:14:21
It's just sort of a general process
overview.

00:02:15:26 - 00:02:16:29
And what we're doing is

00:02:16:29 - 00:02:20:12
we are adding a new section into here,
which is

00:02:21:14 - 00:02:22:26
let's find it.

00:02:22:26 - 00:02:25:26
So it's image texture.

00:02:26:26 - 00:02:30:19
We can link this to our section here,
which is part of the material.

00:02:30:19 - 00:02:33:09
So I can link those colors together.

00:02:33:09 - 00:02:36:09
And then this part of this image texture
I can choose

00:02:36:28 - 00:02:39:17
one of those images
that I've already uploaded.

00:02:39:17 - 00:02:41:16
In this case it was my die line.

00:02:41:16 - 00:02:44:11
So I click on there
and you can see that in my case

00:02:44:11 - 00:02:48:25
it's automatically done, that it's
automatically taking that die line and

00:02:49:28 - 00:02:52:28
started trying to wrap it around
a 3D model.

00:02:53:03 - 00:02:55:17
However, at the moment
it's complete nonsense, which is fine

00:02:55:17 - 00:02:58:17
at this stage.

00:03:07:05 - 00:03:10:05
Okay, so I'm just checking my notes.

00:03:16:10 - 00:03:17:01
Right.

00:03:17:01 - 00:03:20:21
So if you do end up trying this yourself,
it might not always be that that happens

00:03:20:21 - 00:03:22:06
straight away.

00:03:22:06 - 00:03:23:08
You actually need to perform.

00:03:23:08 - 00:03:27:13
I think it's called a UV mapping
to actually take those elements

00:03:27:13 - 00:03:30:26
from the 3D model
onto our actual 2D template.

00:03:31:20 - 00:03:34:20
So I'm just going to go back to our

00:03:35:00 - 00:03:37:17
UV image editor.

00:03:37:17 - 00:03:40:14
And then on the 3D model
I can click on tab

00:03:40:14 - 00:03:43:14
to get to editor mode.

00:03:44:06 - 00:03:46:10
A to select the whole thing.

00:03:46:10 - 00:03:49:07
And you can see in my case
that it's actually done this already.

00:03:49:07 - 00:03:52:24
However, if we haven't done it right
and there's a lot of tutorials

00:03:52:24 - 00:03:55:21
for blender on the internet, by the way,
if you need to do this later on.

00:03:55:21 - 00:03:59:10
But I can hit the UK
that does my UV mapping.

00:03:59:17 - 00:04:03:03
And then in this case
I've gone for smart UV mapping.

00:04:03:25 - 00:04:06:14
And what that does is
it just takes all of the elements

00:04:06:14 - 00:04:09:21
and just throws them as different islands.

00:04:09:21 - 00:04:13:02
So different sort of element groups
onto our 2D model.

00:04:13:15 - 00:04:15:04
And at the moment it's just one big mess.

 

Incomplete
Guide

Adding your Dieline to 3D Blender Model | ME_3D_005

In this tutorial, we'll take a look at the process followed in Blender 2.79 to import your dieline / template and to assign that image to a "material" which will be used on your 3D model.

The end result will be areas of the dieline image being used to apply a texture to the 3D model.

Please note: This is not designed as a Blender tutorial so will not go through all of the Blender commands and requirements. We will be sticking strictly to the process required for your eventual MegaEdit 3D model.

Creation Date: Jun 12, 2024
Created By: Sam Webster

1. We begin in Blender

We will start within Blender, where we already have our 3D model open

We begin in Blender

2. Navigate to the UV/Image Editor section

In this section we will upload our dieline or template image.

Navigate to the UV/Image Editor section

3. Click the Image menu and Open Image

Click the Image menu and Open Image

4. Select your required image

Select your required image

5. The image will now be imported

This will form the basis of our texturing on the 3D model. Our aim in later steps will be to place sections of the 3D models mesh onto this image, in order to replicate the image onto the 3D model itself.

The image will now be imported

6. Next we will define a material, click the Materials tab and then add a new material

This will instantly assign the new material to our 3D model and you should see it change colour slightly.

Next we will define a material, click the Materials tab and then add a new material

7. Next, navigate to the Node Editor

We will use the Node Editor to assign our dieline image as the colour of the newly created material

Next, navigate to the Node Editor

8. Switch the render mode to Cycles Render

This will give us access to the option we need in the next step

Switch the render mode to Cycles Render

9. Back on the Node Editor screen, navigate to Image Texture and add it to our nodes

Back on the Node Editor screen, navigate to Image Texture and add it to our nodes

10. Click and drag to connect the Colour node of the "Image Texture" to the other available Colour node.

Click and drag to connect the Colour node of the "Image Texture" to the other available Colour node.

11. Assign your newly uploaded dieline or template image to the Image Texture

Assign your newly uploaded dieline or template image to the Image Texture

12. You will likely now see your dieline or template image being used on the 3D model

This is not a given at this stage, later steps may need to be followed to see this.

What is happening here is that the mesh of the 3D model is being split into separate sections or "islands" and is being placed onto your 2D dieline image.

Next, we will see how to view this.

You will likely now see your dieline or template image being used on the 3D model

13. Navigate back to the UV/Image Editor section

Navigate back to the UV/Image Editor section

14. Select the 3D viewer and press the Tab key to switch to Edit mode

This will display the 3D model's mesh.

Select the 3D viewer and press the Tab key to switch to Edit mode

15. You will now also see how this mesh has been distributed onto your 2D dieline image

You will now also see how this mesh has been distributed onto your 2D dieline image

16. If you cannot see the 2D image being transposed onto the 3D model mesh, then you may not yet have a UV Mapping

Click on the 3D viewer window and hit "U" on your keyboard. This will bring up the UV Mapping menu.

This provides multiple options as to how the mesh is split and placed onto the 2D image. For this example, click Smart UV Project.

If you cannot see the 2D image being transposed onto the 3D model mesh, then you may not yet have a UV Mapping

17. Click here

Click here

18. If prompted, you can edit some of these settings to control the initial layout of the UV mapping (So how the mesh is split and placed onto your 2D dieline)

If prompted, you can edit some of these settings to control the initial layout of the UV mapping (So how the mesh is split and placed onto your 2D dieline)