Game Development Reference
In-Depth Information
You will notice that now there is no way to select the individual sections of
the plane and move them independently, with the exception of the propeller,
which we made a separate group. In addition, if you look at the Rotate,
Scale, and Transform locations, they are all reset to zero or blank. This is
necessary when you export the model to the programmer. However, I would
wait to do this final grouping until the model has been fully textured and is
ready to be exported. Do not save the model at this time. It will be easier to
texture if you leave the pieces ungrouped.
Texturing the Mustang
Now you'll add a texture to the parts of the Mustang. This will add a great amount
of detail and increase the realism of the model.
1. Begin by selecting the fuselage. Open the Asset Browser and, under the
Utilities tab, find and select the texture mustang.tif.
2. Press the M key to open the Material Editor. Drag the mustang.tif texture
from the Asset Browser to the first material window (see Figure 4.70).
3. Next, drag the material you just created from the Material Editor to the
fuselage (see Figure 4.71).
Figure 4.70
Assign the texture
to a material in the
Material Editor.
 
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