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(Egyptians)==Task== Farmstead: ?name? (New Kingdom Era)


Lion.Kanzen
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Wow, yet another 3D artist. What's the giant ball? Is it a brewery?

  • The textures of the props you don't have to care for. They are just dummy/placeholders/ how it would look to determine the attach-/prop-points' positions. You don't export those with your building's mesh. Instead you define the props to your chosen attachpoints in the Actor XML file.

    Hence the props don't need texturing (if you didn't create new ones, did you?).

  • I would assign materials (and with those some textures) to each of the mesh parts of you building, e.g. the big tank, the stairs, ... until it looks as desired.

    Then I would follow this baking process to generate a texture:

    http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake#Workflow

  • After that you can use External Autorefresh Extension with Photoshop or GIMP to improve the textures, add some details, special effects, all you wish.
  • Then after all looks promising, export the mesh and all the prop-empties (which have to be children of the building).

    Export to File -> Export -> .dae (COLLADA)

    Give it a proper name, i.e. egypt_farmstead.dae and put it into the folder:

    data/mods/Aristeia/art/meshes/structural/
  • Now we need to create an actor, use any other farmstead as template. Create it in the folder:

    data/mods/Aristeia/art/actors/structures/egyptians/farmstead.xml
    <?xml version="1.0" encoding="utf-8"?>  2 <actor version="1">  3   <castshadow/>  4   <group>  5     <variant frequency="100" name="Base">  6       <mesh>structural/ptol_farmstead.dae</mesh>  7       <props>  8       <prop actor="props/structures/ptolemies/farmstead_cart.xml" attachpoint="cart"/>  9         <prop actor="props/structures/decals/iber_corral_mud.xml" attachpoint="root"/> 10       </props> 11       <textures> 12         <texture file="structural/ptol_struct.png" name="baseTex"/> 13         <texture file="structural/ptol_struct_norm.png" name="normTex"/> 14         <texture file="structural/ptol_struct_spec.png" name="specTex"/> 15         <texture file="structural/ao/ptol_farmstead.png" name="aoTex"/> 16       </textures> 17     </variant> 18   </group> 19   <group> 20     <variant frequency="100" name="Idle"/> 21     <variant name="death"> 22       <props> 23       <prop actor="props/structures/ptolemies/farmstead_cart.xml" attachpoint="cart"/> 24         <prop actor="particle/destruction_smoke_small.xml" attachpoint="root"/> 25         <prop actor="particle/destruction_dust_small.xml" attachpoint="root"/> 26         <prop actor="particle/destruction_dust_small_gray.xml" attachpoint="root"/> 27         <prop actor="props/structures/decals/dirt_3x3.xml" attachpoint="root"/> 28         <prop actor="props/structures/decals/farmstead_mud.xml" attachpoint="root"/> 29       </props> 30     </variant> 31   </group> 32   <material>player_trans_ao_parallax_spec.xml</material> 33 </actor>
Edited by Hephaestion
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so..

Workflow

In a 3D View window, select a mesh and enter UV/Face Select mode

Unwrap the mesh object

In a UV/Image Editor window, either create a new image or open an existing one. If your 3D view is in textured display mode, you should now see the image mapped to your mesh. Ensure that all faces are selected.

In the Bake panel at the bottom of the Render menu, bake your desired type of image (Full Render etcetera.)

When rendering is complete, Blender replaces the image with the Baked image.

Save the image.

Apply the image to the mesh as a UV texture. For displacement and normal maps, refer to Bump and Normal Maps. For full and texture bakes, refer to Textures.

Refine the image using the process described below, or embellish with Texture Paint or an external image editor.

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When you have an already correct texture, all you have to do is unwrapping the UV's and locate these UV's at the correct place in the UV/Image Editor window. Finally export the model to .dae. Check the <selection only> and <include children> boxes and save.

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When you have an already correct texture, all you have to do is unwrapping the UV's and locate these UV's at the correct place in the UV/Image Editor window. Finally export the model to .dae. Check the <selection only> and <include children> boxes and save.

I know do that, see the fortress, the other changes when change the texture.

how i can link to children? is my question

Edited by Lion.Kanzen
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In the tree on the right drag and drop the prop on the model icon.

thank you :)

Other Question, may I can textured each by each example the building for now is not a single unit(Im not talking about props)

The ball with ladder is separate from main building, obviusly with same texture

Edited by Lion.Kanzen
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Great you solved the first issue with parenting (selecting all prop-point-empties and afterwards select the parent object, then press CTRL+P [the last selected object will be the parent!]).


You can texture it and if you join it, then at least the UV maps should be joined too. Of course you can only use one texture and thus you have to make sure the locations of the different UV islands don't overlap.

=> It's easier to first join (CTRL+J as niek said) and then TAB into Edit Mode (just like the workflow you recalled above):

  • Define/Mark seams to cut the mesh into islands (not required in your case as your object already is constructed of individual islands, i.e. sets of connected vertices).
  • Press U for Unwrap and choose an option (e.g. Follow active quads or simply normal Unwrap depending what gives better results).
  • Now choose one vertex of one of the many islands (connected vertices) in the UV/Image Editor window.
  • Press CTRL+L to select all connected/linked vertices.
  • Press G to move the island where it fits best on the image texture. (repeat this and the previous step for all islands until they are spread nicely over the image texture)
  • (optional & not recommended in general) Fine tune the individual vertices by arranging in such a way that it doesn't look distorted/unnatural. (probably the most difficult part, often it's best to keep the UV vertices in the UV/Image Editor view as is after the Unwrap otherwise it will be distorted. It's thus better to adapt the image texture to fit these UV vertices, best even export the UV map and paint the texture to fit this UV map perfectly using External Autorefresh.)

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