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Create a Rocky Video Game Terrain in Blender: Part 4

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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 3

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

Day 1 dealt primarily with sculpting the model, 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, and on day 3 we textured our terrain. Now, on Day 4, we will finish our scene by adding a skydome, and also some custom 2d filters to enhance the final result.

We will start off in Gimp again, and edit a sky image to ease the mapping process later. Then we will move into blender, where we will create the skydome and link it to our main scene. Finally, we will go over the setup process for using custom 2d filters in our game.

Note: In order to complete this portion of the series, you will need to download the filters from the links below.

  • HDR + many simple GLSL 2D Filters:
    http://blenderartists.org/forum/showthread.php?t=156482
  • SSAO + other filters:
    http://blenderartists.org/forum/showthread.php?t=152343
  • Filters written by Martins Upitis:
    http://martinsh.awardspace.com/

  • Final Effect Preview

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


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