Graphics Programs Reference
In-Depth Information
20. Now let's navigate the scene and check that the normal of each face is poining
correctly towards the "outside" of the object. For example, the normals for the
fence object must point into the building, since that's the direcion of the outside
of the surface of the fence. In case we ind a face with a face normal poining in the
wrong direcion, we can correct it by selecing the face and going to Mesh → Faces
→ Flip Normals . Let's perform the same check and correcions for each object in
the scene (except for the skydome), to make sure we won't have any misbehaving
objects later in the process.
Now let's save the ile and coninue with the next task of the project.
Objective Complete - Mini Debriefing
In this project, we divided the process by the type of task, rather than by object. This task,
along with the previous one, was just about construcing the geometry that will consitute
the scene for our interacive walkthrough. The subsequent tasks will be about shading and
generaing the logic system needed to get the desired behavior.
What we created was a very simple scene in which a single building is located inside a wall
fence; we also added a big skydome that will help us get a nice background.
The environment objects are very simple in shape, and we avoided having to manually match
the borders between them by creaing one from a duplicate of the border of another (using
the Separate command).
Shading the Environment
In the previous tasks we created all the models that we need for our project. This ime we
are going to apply textures (downloaded from the public repository of the Blender for
Architecture website) to the objects that consitute the environment of our scene.
We are going to use two different techniques for texturing the objects. Texturing for the
skydome will be done using the special spherical map and geing it baked into the skydome
object by using a UV mapped image. The other objects in the scene will require the
downloaded images only as difuse maps (deining color) and then baking low resoluion
lightmaps (defining how luminous each part of the mesh is). The nice thing about all of this is
that Blender ofers us all the tools we need, except for the Selecive Gaussian Blur that Gimp
will provide us with.
Engage Thrusters
For this part, let's switch the order we followed when modeling the objects and start with
the skydome, which is the only one using a different method of shading (and baking) than
the remaining objects.
 
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