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3 Dimensional Chat / Something you never imagined Blender could do!

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Benji
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Location: Mount Doom
Posted: 18th Jun 2008 00:05 Edited at: 30th Jun 2008 08:47
Uncle Sam and I discovered a professional terrain creater that most people don't realize is at their finger tips! Using only Blender (done on V. 2.46), you can sculpt and texture a terrain easily. Here's how:

Start up Blender and then delete the default cube. Press SPACE, mouse over Mesh, and click Plane.



Press TAB to switch to edit mode; make sure all the vertices are selected. Click the Subdivide button 4 times.



Click the Mode combo box, and select the Sculpt mode.



Almost Done! Make sure the Editing button is pressed, click the Set Smooth button, and then click the Sculpt tab. This is where you modify the brush size, and other attributes. They look good, so now use the left mouse button to draw onto the plain.



Neat, huh?

You can now use various other tools to sculpt the terrain.

Add-increase the slope of the terrain.
Sub-decrease the slope of the terrain.
Grab-great for making sharp edges, cliffs, and caves.
And other tools.

Thats the first step! Have fun messing around and creating a landscape.

However, now the terrain needs a texture. Thankfully Blender comes with a texture painter! This second part assumes you are using the model from the first half of the tutorial.

Locate two textures. I will be using a rock and a snow texture. Make sure the terrain is selected, then click the Shading button, and then the Texture button.



Click Brush, select one of the texture channels, and click Add New.



Click the Texture Type combo box, and click image. Now click the load button and locate the first texture. Now use these steps to load the second texture into the second texture channel.



Click the Material button, and click Add New. Click the TexFace button.



Right click the black line below the header that is above the Buttons window. Click Split Area and then
click near the center of the screen.



Click the Window Type combo bow for the right side of the screen and select UV/Image Editor.



With the mouse on the left side of the screen, hit TAB, then press 7 on the num pad to switch to top view.



With the mouse still on the left side, make sure all vertices are selected, press U and click Unrap.



Now click the Image menu on the right half, and click New. Set the width and height to 1024x1024 then click OK.
Also click the button that enables texture painting.



Now click the Mode combo box and select Texture Paint. Click the Editing button.



Turn opasity all the way up, increase the size to max, put the falloff to max, and increase spacing to about .85.



Click the set of arrows next to the Add New button and select the rock texture. Now use the left mouse button to draw onto the terrain. Make the whole landscape rock for now.



Select the snow texture, and draw it onto one part of the map. Now turn falloff down to .4 and draw around the edges of the snow to smooth it out.



Now to export the model and texture. Click the File menu and click Export, then DirextX. Select "no smooth" and "swap zy" and then click Export All. Save the file to wherever you wish.



Click the Image menu on the right side and click Save As. Save it to any location.



To load it into DBP, look at Uncle Sam's post below. And that's it!
Happy coding.

EDIT:
-------------------------------------------------------------------
LIGHTMAPPING TUTORIAL:
-------------------------------------------------------------------

OK! Light mapping is figured out. I'm not using radiosity like I thought I would, mainly because it was too complicated.

So lets start:

Begin by creating a simple terrain like the one below. If any help is needed, look at the tutorial on the first post, or ask me questions!



Split the screen and set one side to the UVImage Editor mode.



With the terrain selected, go to edit mode, select all vertices, press "U", and click Lightmap UVPack.



Make your options similiar to those in the image below. Make sure the margin is about .3.



Move the default lamp to a close position near your landscape. You can add multiple lights if you wish.



Press CTRL>ALT>B and click Full Render.



And there you go! Notice the UV image on the one side has a texture drawn on it. Export this image and the model to your DBP terrain project folder, load the image, and use the "Set Lightmapping On" command to put the lighting on your terrain. (Note: it is vital that you export the lightmap BEFORE you export the object file.)



End of tutorial!

programing maniac
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Posted: 18th Jun 2008 00:08
Wow, I didn'y know there was a sculpt tool!!! I have been using the noise thing, where you make a height map on gimp and then noise it on blender, then edit it.

This is a great find!!! Especially for me, and will it work for like modeling guns and stuff? It probably will....

Thanks!

Your signature has been erased by a mod - 120 high maximum please
Uncle Sam
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Posted: 18th Jun 2008 00:12 Edited at: 27th Jun 2008 08:07
Here's how you load it into DBP:



I got textures from www.cgtextures.com and then made them seamless in GIMP.

Here's one I made running in DBP:



To apply a detail map to your terrain (if you want to have a huge map that retains quality), first get one: LimeeFlyMedia. Be sure to check the license agreements on that site first.

Thanks to help from Dark Coder, it is possible for you to apply a detail map to the terrain, AND set it to a different UV scale!

First, you'll need to load. Make sure you make a mesh out of it, then an object out of the mesh. It probably won't work otherwise:



mainIMG is simply the texture file you painted in Blender and have loaded into DBP. It is NOT the detail texture!

Next, paste this code at the end of your code file (after the loop somewhere):



After you finish making your terrain and everything else with it, call the function like so:



The first parameter is the object number, the second is the detail image, and the third is the scale.

Detail texture applied on mine using the above code:



Good luck!

Uncle Sam
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Posted: 20th Jun 2008 22:43
We figured SOMEONE would need this...

Alucard94
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Location: Stockholm, Sweden.
Posted: 20th Jun 2008 23:50
I did know that blender could do this, but I never knew how! Great tutorial!

If someone says "pls" because it is shorter than "please" I say "no" because it is shorter than "yes"...
ThinkDigital
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Posted: 24th Jun 2008 04:18
Awesome tutorial, I already knew you could do that, but I always thought you had to import a heightmap. Thanks!

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MikeS
Retired Moderator
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Posted: 26th Jun 2008 17:19
Excellent tutorial. Just made a pretty nice terrain with two simple textures. I will now be using blender for all my 3D outdoor terrains.



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AndrewT
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Location: MI, USA
Posted: 26th Jun 2008 18:33 Edited at: 26th Jun 2008 18:53
Thanks for posting this! I've always known about the sculpt tool, but not the texture painting. I remember when I was helping you out in your 'My First Model' thread, and now you're the one helping ME.

Here's my terrain:



90% of statistics are completely inaccurate.
Benji
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Location: Mount Doom
Posted: 26th Jun 2008 23:02
Thanks everyone. Blender rules! Right now I've just about figured how to bake light maps using radiosity, maybe I can get that posted up soon.

@AndrewT

Yup, you helped me a lot. Thx. Hope you don't mind me saying I liked your other avatar better.

Uncle Sam
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Location: West Coast, USA
Posted: 27th Jun 2008 08:03 Edited at: 27th Jun 2008 08:06
I've added the following post to my first post in this thread (the second post):

To apply a detail map to your terrain (if you want to have a huge map that retains quality), first get one: LimeeFlyMedia. Be sure to check the license agreements on that site first.

Thanks to help from Dark Coder, it is possible for you to apply a detail map to the terrain, AND set it to a different UV scale!

First, you'll need to load. Make sure you make a mesh out of it, then an object out of the mesh. It probably won't work otherwise:



mainIMG is simply the texture file you painted in Blender and have loaded into DBP. It is NOT the detail texture!

Next, paste this code at the end of your code file (after the loop somewhere):



After you finish making your terrain and everything else with it, call the function like so:



The first parameter is the object number, the second is the detail image, and the third is the scale.

Detail texture applied on mine using the above code:



Good luck!

Benji
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Joined: 17th Dec 2005
Location: Mount Doom
Posted: 30th Jun 2008 08:43 Edited at: 30th Jun 2008 08:45
OK! Light mapping is figured out. I'm not using radiosity like I thought I would, mainly because it was too complicated.

So lets start:

Begin by creating a simple terrain like the one below. If any help is needed, look at the tutorial on the first post, or ask me questions!



Split the screen and set one side to the UVImage Editor mode.



With the terrain selected, go to edit mode, select all vertices, press "U", and click Lightmap UVPack.



Make your options similiar to those in the image below. Make sure the margin is about .3.



Move the default lamp to a close position near your landscape. You can add multiple lights if you wish.



Press CTRL>ALT>B and click Full Render.



And there you go! Notice the UV image on the one side has a texture drawn on it. Export this image and the model to your DBP terrain project folder, load the image, and use the "Set Lightmapping On" command to put the lighting on your terrain. (Note: it is vital that you export the lightmap BEFORE you export the object file.)



End of tutorial!

QuothTheRaven
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Posted: 30th Jun 2008 09:59
Wait, does this create one big landscape texture, or does it let you do multitexturing so that you set multiple tiling, blending textures onto the same object automatically?

Uncle Sam
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Posted: 30th Jun 2008 10:38 Edited at: 30th Jun 2008 10:43
You don't have to blend anything. It's all one image. It's basicaly just a base texture, and you put a detail texture on top. Here's the base texture for my map (textures from www.cgtextures.com):



Don Malone
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Location: Birmingham, Alabama
Posted: 30th Jun 2008 14:11
I am very impressed with what you have taught me, and what Blender can do. If I can ever get the hang of modeling and UV mapping

Thanks very much
Don

Making nothing for the forth straight year; or is it five years now?

Deathead
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Posted: 30th Jun 2008 14:53
Funnily enough this is covered in the Noob to Pro wikibook. Anyways this is a great way of texturing models. I made this with this method.

Not my best model but hey.


programing maniac
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Location: Bawk, Bawkity
Posted: 30th Jun 2008 15:39
I have been searching for a way of doing that! Not for the terrain, but for like a lamp or something. Now I don't have to go through the trouble of positioning a light inside the lamp. That usually took a long time.

Thanks, everything you have figured out about blender I think is helpful to everyone!

Benji
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Posted: 30th Jun 2008 21:26
@ DBoy

Glad it helps.

Quote: "Funnily enough this is covered in the Noob to Pro wikibook"


Really? I'll have to go check that out. Nice modeling BTW.

Quote: "Thanks, everything you have figured out about blender I think is helpful to everyone!
"


I'm sure the people who created terrain making applications in DBP aren't thanking me.

Next on my agenda is to try and get shaders to look good on the terrain. I've got the Ultimate Shader Pack, but unfortunately Evolved's shader website has been down for months. If anyone has at least one of his shaders, I would much appreciate it if you would upload it for me.

QuothTheRaven
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Posted: 1st Jul 2008 07:34
Quote: "You don't have to blend anything. It's all one image. It's basicaly just a base texture, and you put a detail texture on top. Here's the base texture for my map (textures from www.cgtextures.com):"

Well, crap. Thought you had found an easy way to do multi-texturing on an object instead of having to make one big one that stretches.

Benji
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Posted: 1st Jul 2008 07:55
It would be low quality, except we have a detail map on the terrain as well. Yes, it would be better the other way, but I'm not complaining. It is definitely MUCH higher quality then say, a strata works height map. No offense to the maker of SW, it was a great program while I used it.

Uncle Sam
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Posted: 7th Jul 2008 06:10
Strata Works is great for arial scenery (or from far away), but isn't the best for up-close action. But hey, I used it for a long time!

diabl0
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Posted: 15th Jul 2008 23:07
Can someone please make me a terrain??? please

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