Graphics Reference
In-Depth Information
If you render the skybox, you should see something like the image in Figure 14-47 .
Figure 14-47 Previewing the skybox
The procedural textures for the sky are now in place. The next step is to bake these textures to a UV-mapped
image:
1. Todothis,splityourworkspaceandopentheUV/ImageEditor.MakesuretheSkyboxobjectisinEdit
mode and all faces are selected with the A key, and then open a new image in the UV/Image Editor by
choosing New Image from the Image menu in the header, as shown in Figure 14-48 .
2. Set Width and Height to 1024 , and select UV Test Grid in the New Image settings. Just as in the pre-
vious example with the character, the UV/Image Editor will be covered by a blue square representing the
stacked quad polygons of the mesh.
3. Once again, add a UV texture in the Mesh panel of the Edit buttons context, and then press the E key
tounwrapthemesh.Becauseyouhavealreadymadeseams,themeshshouldunwrap,asshownin Figure
14-49 .
 
 
 
 
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