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@@ -89,7 +89,7 @@ IMPORTANT: Press the btn:[F] button next to the action so it will be saved even
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--
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-== Model Checklist
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+=== Model Checklist
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Sometimes you do not create the model yourself and often models from the web are not really made for OpenGL live rendering or not completely compatible with the bone system in jME.
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@@ -160,12 +160,12 @@ Also check out these videos and resources:
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* link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Exporting OgreXML scenes from Blender 2.49 to jME]
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-=== Normal Map baking
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+== Normal Map baking
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Models for live rendering should have a low polygon count. To increase the perceived detail of a model normal maps are commonly used in games. This tutorial will show how to create a `Normal` map from a "`Highpoly`" version of your model that you can apply to a "`Lowpoly`" version of the model in your game.
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-== Blender Modeling LowPoly & HighPoly
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+=== Blender Modeling LowPoly & HighPoly
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.Method one
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If you use the `Multiresolution` modifier you only need one object. Let's look at this example, the Blender object Monkey, with an applied `Triangulate` modifier:
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@@ -249,7 +249,7 @@ Be careful: in the Outliner the camera symbol (Restrict Render) must be on!
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.Normal map from Method 2
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image::jme3/external/monkey_bump2.png[monkey_bump2.png,width="50%",height=""]
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-== Fixing the normal colors in Blender
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+=== Fixing the normal colors in Blender
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There are two "`standards`" for normal maps:
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@@ -297,12 +297,12 @@ This is what the final outcome of `Normal` map baking should produce for you. A
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image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
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-=== LightMap baking
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+== LightMap baking
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The goal of this tutorial is to explain briefly how to bake light map in blender with a separate set of texture coordinates and then export a model using this map in jME3.
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-== Blender modeling + texturing
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+=== Blender modeling + texturing
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* create a mesh in blender and unwrap it to create uvs
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** image:jme3/advanced/1.jpg[1.jpg,width="600",height=""]
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@@ -327,7 +327,7 @@ The goal of this tutorial is to explain briefly how to bake light map in blender
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-== Importing the model in the SDK and creating the appropriate material
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+=== Importing the model in the SDK and creating the appropriate material
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Once this is done, export your model with the ogre exporter (or import it directly via the blend importer), and turn it into J3o with the SDK.
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@@ -345,19 +345,19 @@ The blend file, the ogre xml files and the textures can be found in the download
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link:http://code.google.com/p/jmonkeyengine/downloads/detail?name=LightMap.zip&can=2&q=#makechanges[http://code.google.com/p/jmonkeyengine/downloads/detail?name=LightMap.zip&can=2&q=#makechanges]
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-=== Modelling racing tracks and cars
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+== Modelling racing tracks and cars
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Follow the link below to a pdf tutorial by rhymez where I guide you to modelling a car and importing it to the jMonkeyengine correctly and edit it in the vehicle editor.Plus how to model a simple racing track.
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link:http://www.indiedb.com/games/street-rally-3d/downloads/modelling-in-blender-to-the-jmonkeyengine[http://www.indiedb.com/games/street-rally-3d/downloads/modelling-in-blender-to-the-jmonkeyengine]
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-=== Optimizing Models for 3D games
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+== Optimizing Models for 3D games
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Follow the link below to a pdf tutorial by rhymez where I guide you on how you can optimize your models for faster rendering.
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link:http://www.indiedb.com/games/street-rally-3d/downloads/optimizing-3d-models-for-games[http://www.indiedb.com/games/street-rally-3d/downloads/optimizing-3d-models-for-games]
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-=== SkyBox baking
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+== SkyBox baking
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There are several ways to create static images to use for a sky in your game. This will describe the concepts used in blender and create an ugly sky emoji:smiley Check the links below for other ways and prettier skies.
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