Using Blender to Produce a Trainz Asset - Step 2-2 Add Materials and Texture (Continued)
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- Felicia Cummings
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1 Apply Texture First, deselect everything in the 3D Editor Viewport by pressing the AKEY. When vertices, edges or faces are selected they appear orange. This key is also a toggle. Try pressing the AKEY several times. Afterwards leave all the faces unselected, i.e., not orange. Select the front face by clicking on it with the Right Mouse Button (RMB). The face will turn orange around the edges. Now to UV map the front face, with your mouse cursor still over the 3D Editor Viewport press the UKEY. In the Drop Down Menu select Unwrap. Page 1 of 8.
2 A map of the face will appear in the UV/Image Editor Viewport outlined in orange. Next, in the UV/Image Editor Viewport header click on the Icon to the right of New and select your Texture.tga file from the list. (It will be the only file in the list.) Page 2 of 8.
3 You will see the file applied to the UV Editor Viewport and also to the front face of your model in the 3D Editor Viewport. Supplementary: View Neal Hirsig's video tutorial: Textures Part 1 Unwrapping UVs With the mouse cursor over the UV/Image Editor Viewport use the mouse wheel or the NUMPAD + and to zoom out. Page 3 of 8.
4 Notice how the stones are deformed on the model in the 3D Editor Viewport. To adjust this, with the mouse cursor over the UV/Image Editor Viewport, press the AKEY to deselect the vertices of the UV map. RMB on the upper left vertex, and SHIFT + RMB on the upper right vertex, to select both. Press the GKEY and drag the mouse down until the deformation is removed. Supplementary: View Neal Hirsig's video tutorial: Page 4 of 8.
5 1.12 Moving Objects Repeat the process for the top face of the model. With the mouse cursor over the 3D Editor Viewport, press NUMPAD-7 to switch to the top view. Select the top face by clicking on it with the Right Mouse Button (RMB). The face will turn orange around the edges. Now to UV map the top face, with your mouse cursor still over the 3D Editor Viewport press the UKEY. In the Drop Down Menu select Unwrap. A map of the face will appear in the UV/Image Editor Viewport outlined in orange. Next, in the UV/Image Editor Viewport header click on the Icon to the right of New and select your Texture.tga file from the list. (It will be the only file in the list.) You will see the file applied to the UV Editor Viewport and also to the top face of your model in the 3D Editor Viewport. With the mouse cursor over the UV/Image Editor Viewport use the mouse wheel or the NUMPAD + and to zoom out. Notice how the stones are deformed on the model in the 3D Editor Viewport. To adjust this, with the mouse cursor over the UV/Image Editor Viewport, press the AKEY to deselect the vertices of the UV map. RMB on the upper left vertex, and SHIFT + RMB on the upper right vertex, to select both. Press the GKEY and drag the mouse down until the deformation is removed. Not that we have applied the same rock faces to the front and top faces. To vary the pattern on the top face, With the mouse cursor over the UV/Image Editor Viewport, press the AKEY to deselect all of the vertices, then press the AKEY again to select all of the vertices. Press the GKEY and move the UV map of the top face to a different part of the UV map. Page 5 of 8.
6 Repeat the process for the back face. Here we also need to rotate the face on the model. With the mouse cursor over the UV/Image Editor Viewport, select all of the back face vertices, press the RKEY (R for rotate) then type 180 and press the ENTER. Repeat the process for the right face, then, with the mouse cursor over the 3D Editor Viewport, press NUMPAD-4 to rotate the model slightly so you can see the right end face and the back face. Notice that the stones on the right end face are too small. Page 6 of 8.
7 To correct this, with the mouse cursor over the UV/Image Editor Viewport, select all of the vertices. Place the mouse cursor away from the UV map, press the SKEY (S for scale) and move the mouse towards the UV map until the size of the stones on the right end face match that of the back face. Press the ENTER (or LMB). Supplementary: View Neal Hirsig's video tutorial: 1.14 Scaling Objects Repeat the process for the left end face. Note that you will also have to rotate the face 180 as you did for the back face. Click on the File Menu, select Save as from the list and save your Blender file as Stonewall03.blend in your Stone_Wall_Project folder. We have now placed (mapped) the texture to all of the faces of the stone wall which will be viewable, i.e., all but the bottom face. It is a good idea to remove any faces that are not needed, in this case the bottom face which will not be seen. To remove the bottom face, with the mouse cursor over the 3D Editor Viewport, press CTRL + NUMPAD-7 to bring the bottom face into view. Press the AKEY to deselect all faces, then RMB on the bottom face to select it. Press the XKEY to bring up the Delete Menu and select Faces. Note: Its a good rule of thumb to delete the same component as was selected, i.e., if you had selected vertices then delete vertices, if you had selected edges then delete edges, if you had selected faces then delete faces. Page 7 of 8.
8 Supplementary: View Neal Hirsig's video tutorial: 2.03 Deleting Objects The stone wall appears empty because the texture has been mapped to the outer surfaces and you are looking at the inside of the stone wall model. Press NUMPAD-8 and NUMPAD-2 to rotate the model so that you can see the out side surfaces. Press TAB to switch to Object Mode and the CMD + UP ARROW to expand the 3D Editor Viewport to fill the screen (i.e., the UV/Image Editor Viewport is hidden) to get a better view of your model. Click on the File Menu, select Save as from the list and save your Blender file as Stonewall05.blend in your Stone_Wall_Project folder. You model is now textured ready for export from Blender and import into Trainz. Page 8 of 8.
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