Graphics Programs Reference
In-Depth Information
15. In the UV/Image Editor, go to Image → Save As , then browse to the tex folder and
select the bake-skymap.tga image, and make sure to set the File Type to Targa
and enable Relative Path ( Save As panel in the left-hand side sidebar of the File
Browser ). Then click on the Save As buton in the top right-hand side. Ater saving
successfully, the Image menu shouldn't have the asterisk we saw before, meaning
the shown image is synchronized with the file in the hard disk.
Taking a closer look at the baked image, you may noice a black background that
doesn't play so well with the sky map. Let's go to Gimp to perform a basic fix for
that.
16. Open the bake-skymap.tga image in Gimp, which now shows the baked result,
and choose the Color Picker from the toolbox; then pick the color of one of the
bluish pixels in the border of the bake, switch to the Bucket tool, and perform a
click on the black region to fill it with the blue color. This way the bake will look
much beter than with that black spot. Remember to go to File → Save and close
the image (keep Gimp open).
17. Then we must go back to Blender and go to Image → Reload in the UV/Image
Editor, to refresh the image data from the hard disk.
Finally, we only need to perform a couple of steps to get the bake correctly set up
for the Game Engine.
18. With the skydome selected, go to the Material tab of the Properies Editor and
delete the perfectGlass material. Then add a new material, change its name to
skyBackground , and set it as follows:
F Diffuse color: 0.0 Red, 0.0 Green, 0.0 Blue (Diffuse panel)
F Shadeless: Enabled (Shading panel)
19. Ater seing the material, let's go to the Texture tab of the Properies Editor, add a
new texture, and name it as skyBg . Then set its Type to Image or Movie . Having
the type of texture set, let's go to the Image panel and click on the drop-down
menu with the landscape icon and select the bake-skymap.tga image from the
list, then coninue seing the texture as follows:
F Mapping panel:
Coordinates: UV
Layer: skymap
F Blend: Add (Influence panel)
 
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