11/11/2023 0 Comments Planetary annihilation titans tutorial![]() I’d previously reached the point where texture referencing was working for 3DS exports, but only for diffuse maps. For the really small images I have larger copies saved should anyone request them. I'll be releasing a full guide once i get round to making the necessary screenshots.Īpologies for the double-reply, but I got 3DS working before anyone else replied. For prosperity, I've corrected some errors in the information below. Now you need to tell Blender/FBX-exporter how these textures are used. For both textures, go to the Mapping tab, and make sure Coordinates are set to UV and Map is set to UVMap (not your lightmap). I recommend having the textures already in your pa/terrain//textures folder. Mine are named field1_lotus_01_diffuse.png and field1_lotus_01_normal.png. Those texture files should be named _diffuse.png, etc. Link to the appropriate files for your diffuse and normal textures. Your model should have one material, which is made up of two image textures: diffuse and normal. I'm lucky I learned about them when I was learning UE4. Adding this second UV map is what FINALLY made my CSGs work right. Create a second UV map, select all of your geometry, press U to access the UV map menu, and select "Lightmap Pack". The lightmap is required for your model to receive shadows (I believe). The first one will map your textures onto your model, and the second one is the lightmap. papa file, and all the references in your files. ![]() That's what you will call your Object in blender, your. The name of my CSG is " field1_lotus_01" (I kind of stuck with the naming convention Uber went with). To avoid confusion and problems, you want to pick one name for your model and stick with it. You should have your model and textures finalized. You should be familiar with custom planets, biomes, and using papatran.exe/papadump.exe. It's pretty primitive, I'm not a designer. My custom planet is named meadow, which is made up of two biomes: field1 and field2. I used Blender to make my CSG and features so you'll have to adapt to use your own program.
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