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@@ -11,7 +11,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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Assets are files that are not code. Your multi-media assets includes, for example, your textures (image files), models (mesh files), and sounds (audio files).
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Assets are files that are not code. Your multi-media assets includes, for example, your textures (image files), models (mesh files), and sounds (audio files).
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* You create textures in a graphic editor, for example link:http://gimp.org[Gimp], and export them as PNG or JPG.
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* You create textures in a graphic editor, for example link:http://gimp.org[Gimp], and export them as PNG or JPG.
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-* You <<jme3/external/blender#,create models>> in a 3D mesh editor, for example link:http://blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any supported <<jme3/features#supported-formats,3D Model Type>>.
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+* You <<jme3/external/blender#,create models>> in a 3D mesh editor, for example link:http://blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any <<jme3/features#supported-external-file-types,Supported External File Type>>.
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* You create sounds in an audio editor, for example link:http://audacity.sourceforge.net[Audacity], and export them as WAVE or OGG.
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* You create sounds in an audio editor, for example link:http://audacity.sourceforge.net[Audacity], and export them as WAVE or OGG.
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== Asset Pipeline
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== Asset Pipeline
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@@ -124,7 +124,7 @@ Every material feature not listed in the <<jme3/advanced/materials_overview#,Mat
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.. Unwrap the model in the 3D editor and generate a *UV texture* (i.e. one texture file that contains all the pieces of one model from different angles). +
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.. Unwrap the model in the 3D editor and generate a *UV texture* (i.e. one texture file that contains all the pieces of one model from different angles). +
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Don't use multiple separate texture files with one model, it will break the model into several meshes.
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Don't use multiple separate texture files with one model, it will break the model into several meshes.
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-. Export the model mesh in one of the supported <<jme3/features#supported-formats,3D model types>>.
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+. Export the model mesh in one of the supported <<jme3/features#supported-external-file-types,Supported External File Types>>.
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.. *Bake* each texture into one file when exporting. Create a Texture Atlas.
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.. *Bake* each texture into one file when exporting. Create a Texture Atlas.
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.. *Save exported models to subfolders of the `assets/Textures` (sic) directory, so they are together with their textures*!
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.. *Save exported models to subfolders of the `assets/Textures` (sic) directory, so they are together with their textures*!
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