3D Model: Difference between revisions

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*[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.
*** 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.
**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 23:53, 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.