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).
 
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