Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Changes between Version 9 and Version 10 of content/tools/PlanetCreation


Ignore:
Timestamp:
Dec 13, 2008, 1:12:52 PM (15 years ago)
Author:
runom
Comment:

Legend:

Unmodified
Added
Removed
Modified
  • content/tools/PlanetCreation

    v9 v10  
    1010||Next press '''CTRL + E''' and from the pop-up choose the option '''Mark seam'''.||[[Image(markseam.png)]]||
    1111||You should end up with some like this: ||[[Image(seamsselected.png)]]||
    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)]]||
     12
     13||Press '''F9''' and '''TAB''' to get into edit mode. Click on Subdive in order to increase the vertex count, about 1538 vertexes should be enough||[[Image(subdivide.png)]]||
     14||Next make sure that your space cursor lies in the origin. If not, just press "SHIFT + C" to reset it.||[[Image(cursor.png)]]||
     15||Click on '''To Sphere''', make sure it's on 100 and press ok.||[[Image(tosphere.png)]]||
     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)]]||
    1617== 2nd Step ==
    1718
    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.
     19Now, before we go any further, we'll create the texture.
    1920
    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||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)]]||
    2122||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)]]||
    2223||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)]]||
     24
     25
     26== Step 3 ==
     27Now we'll unwrap our model, so we can then apply the texture according to UV coordinates.
     28
     29||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||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
     33||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
    2341||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)]]||
    2442||You'll hopefully end up with something like this in your '''UV editor'''||[[Image(baked.png)]]||
    2543||Save the image in the UV editor, you'll need it for the game||[[Image(saveimage.png)]]||
    2644
     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
    2751== 3rd Step ==
    2852In the next step we'll increase the vertexcount of the cube and map it to a sphere.
    29 
    30 ||Press '''F9''' and '''TAB''' to get into edit mode. Click on Subdive in order to increase the vertex count, about 1538 vertexes should be enough||[[Image(subdivide.png)]]||
    31 ||Next make sure that your space cursor lies in the origin. If not, just press "SHIFT + C" to reset it.||[[Image(cursor.png)]]||
    32 ||Click on '''To Sphere''', make sure it's on 100 and press ok.||[[Image(tosphere.png)]]||
    33 ||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 to 1.||[[Image(resize.png)]]||
    3453
    3554You can download a template planet blend file here (you need the template.tga too):