Graphics Programs Reference
In-Depth Information
47. Ater selecing all of them, let's go to Mesh → Edges → Mark Seam , to get them
tagged appropriately to apply the automaic unwrap that Blender can do.
48. Now let's select all the edges and go to Mesh → UV Unwrap... → Unwrap ; the UV/
Image Editor will now have the UV layout above the cement floor texture.
49. Let's go to the UV/Image Editor, select all the verices of the layout, and scale it up
by a factor of five. To check how well the texture scale and mapping looks on the
model, we can switch to Muli texture shading ( Display panel of the Properties
sidebar). If the borders of the extrusion of the floor don't seem to have the
texture looking correctly, we can go to the UV/Image Editor, locate the island that
corresponds to that part of the mesh (there is a "sync" buton in the header for
that), and then edit it manually to fix the mapping problem.
50. When the object in the 3D View looks correctly mapped, let's just rename the UV
layer to diff ( UV Texture panel in the Object Data tab of the Properies Editor),
and add a second UV layer with the name bake .
51. The lightmap must be mapped apart from the diffuse channel, so let's go to the
Object Data tab of the Properies Editor and add a new UV layer ( UV Texture
panel), remember to set its name to bake .
52. Now let's go to Gimp, create a new image of 256 x 256 pixels and save it as
bake-floor.tga in the tex folder; remember to close the image in Gimp.
53. Back in Blender, let's make sure that the floor object is in Edit Mode and the
acive UV layer is the second one ( bake ), then load the image by going to
Image → Open (UV/Image Editor), browse to the tex folder, select the bake-
floor.tga image, and click on Open .
Now we have everything ready to unwrap the mesh to create a UV layout.
54. Let's go to the 3D View, select all the verices and then go to Mesh → UV Unwrap...
→ Smart Project . In the Tool Shelf sidebar, let's locate the "Island Margin"
parameter and set it to 0.12 (that way we get some space between the islands). It's
highly recommended to check the thin islands of the UV layout and edit them to get
enough thickness (the bigger islands can be resized down to have more space for
the smaller ones).
The next step is to perform the bake operaion.
55. Let's make sure that the image being shown in the UV/Image Editor is bake-
floor.tga and the UV layer selected is bake ; then go to the Render tab
of the Properies Editor and click on the Bake buton ( Bake panel).
56. Once the bake is complete, let's save it over the original image by going to Image →
Save As .
 
Search WWH ::




Custom Search