Difference between revisions of "3D Model"
From BotF2-Wiki
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= How to bring in = | = How to bring in = | ||
− | Import blender 3D models into Unity BOTF2 3D | + | '''Import blender 3D models into Unity BOTF2 3D''' |
− | BLENDER | + | *[BLENDER] |
− | 1) Orientation: model faces forward: is -y and up is +z | + | **[1)] Orientation: model faces forward: is -y and up is +z |
− | 2) Use (object mode) control-J to join multiple model objects into one object for export | + | **[2)] Use (object mode) control-J to join multiple model objects into one object for export |
− | 3) Set origin just in front of a ship | + | **[3)] Set origin just in front of a ship |
− | 4) In object mode apply all (control-a) trans, rotation, scale | + | **[4)] In object mode apply all (control-a) trans, rotation, scale |
− | 5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply_To_Selected | + | **[5)] Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply_To_Selected |
− | + | *** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down material tab. | |
− | 6) | + | **[6)] Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back_face culling. |
Revision as of 22:53, 5 March 2022
Intro
How to bring in
Import blender 3D models into Unity BOTF2 3D
- [BLENDER]
- [1)] Orientation: model faces forward: is -y and up is +z
- [2)] Use (object mode) control-J to join multiple model objects into one object for export
- [3)] Set origin just in front of a ship
- [4)] In object mode apply all (control-a) trans, rotation, scale
- [5)] Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply_To_Selected
- For glow colors emission to 4, Metallic to 1 for metals. Use material Library down material tab.
- [6)] Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back_face culling.