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Create a Rocky Video Game Terrain in Blender: Part 3

by
Gift

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This post is part of a series called Rocky Video Game Terrain in Blender .
Create a Rocky Video Game Terrain in Blender : Part 2
Create a Rocky Video Game Terrain in Blender: Part 4

In this series of tutorials you will learn how to create a finished environment for Blender's Game Engine. The main focus of the series will be texturing and lighting, with the use of some custom 2d filters to enhance the result.

Day 1 dealt primarily with sculpting the model, and on day 2 we created a low-poly mesh, and then used it to bake a tangent space normal map, and an approximate ambient occlusion map. Now, on day 3, we will begin texturing our terrain.

First, we will edit an image to create a seamless texture with Gimp, and then we will texture the terrain in blender using several images, and mix them together using stencil maps. Note: For the Gimp part you'll need a couple of filters that aren't included in a default installation of Gimp. You can download them at the links below.

  • High Pass Filter: http://members.optusnet.com.au/cjbarton/highpass.scm (this is the one I've used); http://registry.gimp.org/node/7385 (I haven't tried it, but, might be worth a look)
  • Normalmap Plugin:http://registry.gimp.org/node/69; http://nifelheim.dyndns.org/~cocidius/normalmap/ (plugin's site with full explanation of all its options)

  • Final Effect Preview

    Note: click the 'Monitor' icon to view tutorial in full-screen HD.


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