Graphics Programs Reference
In-Depth Information
6. Let's open Gimp and create a new image 512 x 512 pixels in size. It doesn't mater
what background color the image has; let's save it as bake-skymap.tga in the tex
folder, within the project's folder, and click on Save in the Save as TGA dialog. Let's
close the image, but keep Gimp open.
7. Back in Blender, let's split the 3D View. Drag the botom-let corner by moving the
pointer. In the lower window that appears, let's open a UV/Image Editor then go to
Image → Open and load the bake-skymap.tga image.
8. Now go to the 3D View, switch to Edit Mode for the skydome, select all the verices,
and go to Mesh → UV Unwrap... → Unwrap to get a nice UV map of the mesh of
the skydome shaped like a spiderweb.
9. Then go to the UV/Image Editor, select all the verices of the UV map ( Select →
Select or Deselect All ) and scale them down to give just a bit of space from the
borders of the image.
10. Then let's deselect the outer ring of verices of the UV map by hiing the C key
and then "drawing" with the middle mouse buton over the verices that must be
deselected. Having deselected the outer verices, we only need to scale the selected
ones up unil the outer ring of faces becomes thin (not too thin, though); we do this
only to get more pixels of the image being used for the really important part of the
bake.
11. Let's also set the name of the UV Layout by going to the Object Data tab in the
Properies Editor, locaing the UV Texture panel, and then changing the name
from UVTex to skymap .
12. To p e r fo r m t h e b a ke , w e m u s t g To t To t h e Render tab in the Properies Editor, scroll
down to the Bake panel, make sure the Bake Mode is set to Full Render , and then
click on the Bake buton. Now we should see the bake-skymap.tga image being
filled with the image of the skymap, shaped according to the UV map we created.
13. We can take a look at the bake applied on the skydome by going to the Display
panel in the Properties sidebar of the 3D View, seing the Shading method to
Texture Face or Multitexture , and then seing Viewport Shading to Textured
(drop-down menu to the right of the Object Mode menu).
14. Let's also perform a final change in the skydome mesh: Switch to Edit Mode , select
all the verices (the A key, once or twice), and then go to Mesh → Faces → Flip
Normals .
The image bake-skymap.tga stored in the hard disk hasn't been changed,
the bake is now being handled by Blender in memory (noice the asterisk in the
Image menu of the UV/Image Editor ).
Since the result of the bake is the one we wanted, let's save it over the original
image.
 
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