Changes between Version 10 and Version 11 of content/tools/PlanetCreation
- Timestamp:
- Dec 13, 2008, 1:26:16 PM (16 years ago)
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content/tools/PlanetCreation
v10 v11 1 1 = Creating a Planet for Orxonox = 2 2 3 This tutorial will show you how to create a planet with procedurale texturesfor Orxonox.3 This tutorial will show you how to create a planet with [http://en.wikipedia.org/wiki/Procedural_texture procedural textures] for Orxonox. 4 4 5 5 == 1st Step == … … 16 16 ||Now we need to resize the sphere's radius to 1 so that the scaling in-game works properly. Make sure the whole sphere is selected and press '''S'''. Scale it so it has a radius of 1.||[[Image(resize.png)]]|| 17 17 == 2nd Step == 18 19 18 Now, before we go any further, we'll create the texture. 20 21 19 ||Press '''F6''' to get to the texture window. '''Add new''' adds a texture layer to your model (Make sure there exists a base material in the editor window (F9)). ||[[Image(texselect.png)]]|| 22 20 ||There are a few procedurale texture algorithms available but most often '''Musgrave''', '''Clouds''' and '''Noise''' work best. Here you are pretty much free to play around with the settings.||[[Image(settings.png)]]|| … … 29 27 ||Go to the '''UV/Image Editor'''. Press '''ALT + N''' to make a new image. Make sure the settings look something like this. Of course, you can make the texture bigger or smaller but multiples of a 3:2 aspect ratio work best and leave you with the least distortions.||[[Image(newimagesett.png)]]|| 30 28 ||Your UV/Image Editor should now show something like this: ||[[Image(uveditnewimage.png)]]|| 31 ||Go back to the '''3D View''', switch to '''UV Face Select''' mode, press '''U''' and click on '''Unwrap'''.||[[Image(faceselect.png)]]|| 32 29 ||Go back to the '''3D View''', switch to '''UV Face Select''' mode (only in Blender versions <2.46) , press '''U''' and click on '''Unwrap'''.||[[Image(faceselect.png)]]|| 33 30 ||The model will be unwrapped and the result in the UV/Image Editor should look like this: ||[[Image(unwrapped.2.png)]]|| 34 35 36 37 38 39 40 41 31 ||In order to get our texture into the game, we need to "bake" it, i.e. render the texture to an image. To do this, press '''F10''' and '''Bake'''. In the bake menu, click on '''Textures''' and '''BAKE''' to bake it.||[[Image(bake.png)]]|| 42 ||You'll hopefully end up with something like this in your '''UV editor'''||[[Image(baked.png)]]|| 43 ||Save the image in the UV editor, you'll need it for the game||[[Image(saveimage.png)]]|| 44 45 46 ||You should end up with something like this in the '''UV Editor''': ||[[Image(uveditorunwrapped.png)]]|| 47 ||Baking only works on existing images. That means, you have to create an image in (e.g.) gimp with a 2:3 aspect ratio (other aspect ratios work too, but the less distortion the better). A good resolution is 1536x1024. Open the image in the '''UV Editor''' under '''File'''||[[Image(openimage.png)]]|| 48 49 ||You now need to distribute the vertexes evenly so the whole image is used and no space wasted.||[[Image(unwrapped.png)]]|| 50 32 ||You'll hopefully end up with something like this in your '''UV/Image editor'''||[[Image(baked.png)]]|| 33 ||Press '''ALT + S''' to save the image. Make sure the filetype is set to '''Targa'''||[[Image(saveimage.png)]]|| 51 34 == 3rd Step == 52 35 In the next step we'll increase the vertexcount of the cube and map it to a sphere.