Graphics Programs Reference
In-Depth Information
20. To coninue working on the other objects more easily, let's move the
skydome
object to layer two of the scene: Select the
skydome
object and switch to
Object
Mode
, then go to the
Object
tab in the Properies Editor and click on the buton for
layer2
in the
Relations
panel. This way, all the objects live in
layer1
, except for
the
skydome
that lives in
layer2
. Let's save the file too.
Grass
21. Make sure to be in
Object Mode
, then select the
grass
object (just below the
building), switch to Top View (
View → Top
), and enter Edit Mode.
22. Now go to the UV/Image Editor, and go to
Image → Open
, then browse to the
tex
folder, select the
grass.jpg
ile, and open it (top right buton of the
File
Browser
). At this point, the image should be loaded and shown in the UV/Image
Editor.
Next, we must get the mesh of the grass object unwrapped to get its UV map over
the image.
23. Go back to the 3D View (remember we are in Edit Mode), select all the verices (the
A
key), and then go to
Mesh → UV Unwrap... → Unwrap
. This will give us a 2D
"mesh" in the UV/Image Editor, resembling almost exactly the shape of the mesh in
the 3D View.
24. To s c a l e t h e g ra s s t ex t u r e To n t h e To b j e c t , w e m u s t g To t To t h e U V/ I m a g e Ed i t To r, s e l e c t
all the verices, and then scale them up by a factor of 4.5 (
S
key, then type
4.5
).
Since the image is ileable and the UV layout is bigger than the image, it will be
repeated nicely on the whole surface of the faces of the object.
25. In order to keep things correctly organized, let's go to the
Object Data
tab in the
Properies Editor and change the name of the UV layer to
diff
(
UV Texture
panel).
26. To it a ke a p e e k a it h To w i it l To To k s , l e it ' s g To it To it h e 3 D V i e w a n d e n a b l e it h e
Multitexture
mode in the
Shading
drop-down of the
Display
panel (
Properties
sidebar);
remember we must also set the
Viewport Shading
to
Textured
.
The
grass
object also requires the creaion of a bake. This ime we are going to
bake a lightmap, which is useful to control which parts of the surface of the mesh
look bright and which look dark.
27. In the
UV Texture
panel (
Object Data
tab in the Properies Editor), let's add a new
UV layer, change its name to
bake
, and leave it selected (click on the item in the
list).
28. Then go to Gimp and create a new image of 128 x 128 pixels (yes, quite small) and
save it as
bake-grass.tga
(in the
tex
folder; remember also to close the image
(not Gimp).