Changes between Version 4 and Version 5 of content/tools/PlanetCreation
- Timestamp:
- Dec 3, 2008, 3:19:56 PM (16 years ago)
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content/tools/PlanetCreation
v4 v5 10 10 ||Next press '''CTRL + E''' and from the pop-up choose the option '''Mark seam'''.||[[Image(markseam.png)]]|| 11 11 ||You should end up with some like this: ||[[Image(seamsselected.png)]]|| 12 ||Next, switch to '''UV Face Select''' mode, press '''U''' and select '''Unwrap'''. In order to spare you the time fiddling about with this, here's a blend file with all steps done until this point.||[[Image(faceselect.png)]]|| 13 12 ||Next, switch to '''UV Face Select''' mode, press '''U''', select '''Unwrap''' and distribute the vertexes evenly. In order to spare you the time fiddling about with this, here's a blend file with all steps done until this point.||[[Image(faceselect.png)]]|| 13 ||You should end up with something like this in the '''UV Editor''': ||[[Image(uveditorunwrapped.png)]]|| 14 ||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)]]|| 15 ||You now need to distribute the vertexes evenly so the whole image is used and no space wasted.||[[Image(unwrapped.png)]]|| 14 16 == 2nd Step == 15 17 16 18 Now before we go any further with the model, we'll create the texture and bake it to an image. That way we can later change the model but keep the original UV coordinates and mapping. 17 19 18 ||Now onto the textures. Press '''F6''' to get to the texture window. '''Add new''' adds a texture layer to your model .||test||20 ||Now onto the textures. 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)). ||test|| 19 21 ||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.||test|| 20 22 ||After setting up your algorithms, you need to assing a colour to them. Go to '''Material buttons''' (red orb) and click on '''Texture'''. Click on the texture you want to alter and click on '''Map to'''. Here you can choose the colour which you want to be assigned to the algorithm - just click on the coloured field. Proceed doing this for all your textures. You may want to assign a different colour to the gray background texture too.||test||