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Changes between Version 5 and Version 6 of content/tools/PlanetCreation


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Timestamp:
Dec 3, 2008, 3:35:00 PM (16 years ago)
Author:
runom
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  • content/tools/PlanetCreation

    v5 v6  
    1818Now 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.
    1919
    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||
    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||
    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||
    23 ||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.||test||
    24 ||You'll hopefully end up with something like this.||test||
    25 ||Save the image in the UV editor, you'll need it for the game||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)). ||[[Image(texselect.png)]]||
     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.||[[Image(settings.png)]]||
     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.||[[Image(colourselect.png)]]||
     23||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)]]||
     24||You'll hopefully end up with something like this in your '''UV editor'''||[[Image(baked.png)]]||
     25||Save the image in the UV editor, you'll need it for the game||[[Image(saveimage.png)]]||
    2626
    2727== 3rd Step ==