# Blender -> Torque3D Pipeline

### Blender Setup

Before we get started we need to setup a few things in Blender.

First go to Edit Preferences -> Add-ons and Enable the Node Wrangler addon

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FI1S9FItiMrnFplglH3FN%2Fimage.png?alt=media&#x26;token=f76df4ba-b25c-48b3-b9ab-be9723c61ce8" alt=""><figcaption></figcaption></figure>

Then go to System and make sure you are setup properly for rendering in cycles

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2Fii6iKsVDAtrtd6C5I7TP%2Fimage.png?alt=media&#x26;token=c1f27cee-559b-474c-bae0-655a62446c8c" alt=""><figcaption></figcaption></figure>

Next save your preferences and close the preferences window.&#x20;

After this head to the render tab and setup the render settings as follows&#x20;

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FKURDJGfXd2f4M2IE4bLm%2Fimage.png?alt=media&#x26;token=8428da24-8b59-4b49-a53a-21fbeb79dffc" alt=""><figcaption><p>Note for baking textures we do not need a high sample count. It rarely effects the quality of the texture.</p></figcaption></figure>

Clear your scene and save this file in your Modules Shapes folder (if a shapes folder does not exist yet create one )

### Modelling

For this tutorial we are going to create a simple coin shape.

Add a cylinder

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Scale it along the Z axis with S + Z and then apply the scale with Ctrl + A and select Scale.

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2Fghz1qdCmVVyCf1v3DBu8%2Fimage.png?alt=media&#x26;token=185c86a7-54d5-473e-9974-cf338ff1188e" alt=""><figcaption></figcaption></figure>

Rotate the cylinder by 90 degrees on the X Axis so one of the faces at the top are now facing along the positive Y Axis by pressing R + X + 90

Next press TAB to enter edit mode, switch to face edit by pressing 3 or selecting the face symbol at the top <img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FQl4RK4G2wovLzRWcaEZF%2Fimage.png?alt=media&#x26;token=d458f747-0141-4411-97b0-ecaffc8dc148" alt="" data-size="line">. Select and delete the 2 faces.

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2Fpzu8tRpcynYgqhZnDXDh%2Fimage.png?alt=media&#x26;token=87437225-eee5-4884-8efc-09a3d2f386db" alt=""><figcaption></figcaption></figure>

Next switch to edge edit mode ![](https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2Fm0x4qTnkWhNqxbDE3wnt%2Fimage.png?alt=media\&token=2e6f0135-b5c0-495d-9a3b-b43076031589) and press Alt and select anywhere in the edge left by deleting those face. Press Ctrl + F and select Grid Fill.

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FBgsHFPBGSWKBvKJY3eR9%2Fimage.png?alt=media&#x26;token=5dcb0ace-e76a-4378-8b6f-50d2a737b490" alt=""><figcaption><p>Doing this gives us nice Quad geometry for these faces.</p></figcaption></figure>

Repeat for the other side.

To finish off our modelling phase, right click the object and choose Auto Smooth.

### UV Mapping

Next navigate to the top corner and drag over a new window and open up the UV Editor. Be sure to turn on UV Sync Selection

&#x20;![](https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FWt38JWaOVYoyYWOxtbSK%2Fimage.png?alt=media\&token=7fdbf216-3409-4624-918b-12d268b93ec3)

You should see a similar layout to this.

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2Fbr9sOvV0G05qXJ6vSINh%2Fimage.png?alt=media&#x26;token=89034845-0c6f-42e9-8394-f63adef0bf09" alt=""><figcaption></figcaption></figure>

Press the Y axis on the view gizmo so we are looking straight down the Y Axis ![](https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FuOCGQC5YMvLFIsdQuk30%2Fimage.png?alt=media\&token=6f6a0060-db0c-48a8-af90-7d0db1359480)

Next select all the faces created by the Grid Fill and Press U to unwrap. Select Project from view.

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FnAXaLfsJSkD2W7Up6dNf%2Fimage.png?alt=media&#x26;token=7305a960-2bd1-488d-8fd2-8d2a06bcd6b7" alt=""><figcaption></figcaption></figure>

A new selection should appear in the UV Editor window. Move this selection and scale it so it fits in the bottom left corner of our uv space like so.

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FndHweEUGvdydbptSP7K4%2Fimage.png?alt=media&#x26;token=e590948f-af4a-4d7a-bb20-df8f88c2f126" alt=""><figcaption></figcaption></figure>

Repeat this procedure for the other side so you end up with something similar to this&#x20;

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FZXyd4GLkjfzoDDfhmGBN%2Fimage.png?alt=media&#x26;token=fce80a81-5841-42c5-8b4c-6e5b391b96fe" alt=""><figcaption></figcaption></figure>

Next Select the Faces in the UV editor for the side of our cylinder and select the top menu UV and choose Average Island Scale

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FwpamMaua5l9DkCmS42E3%2Fimage.png?alt=media&#x26;token=458bc4ce-7373-4bab-8327-bdcf29363051" alt=""><figcaption><p>If this does not change anything straight away, change the settings of Average Islands Scale to Non-Uniform</p></figcaption></figure>

Scale these UVs now to fit inside our UV Space.

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FtDwqQLLCyW04c0junYAZ%2Fimage.png?alt=media&#x26;token=f44c8d47-63dd-4404-9c55-5efc0c85003c" alt=""><figcaption><p>I like to keep my UV's quite close together and now with this latest change they match the 3d space proportions for this object. The side doesn't have a lot of resolution in this image but our main focus is the front and back of our coin.</p></figcaption></figure>

### Baking Procedural Material

Now we can TAB out of edit mode and go to the materials tab.&#x20;

Add a new material and name it coin\_Mat

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FhutWdefzhFxPQxB2QTWF%2Fimage.png?alt=media&#x26;token=c8a1767f-582d-4a86-85da-ebbac2cd3c14" alt=""><figcaption><p>Names of these material slots are referenced in Torque3D so it is always good practice to rename them to something relevant.</p></figcaption></figure>

Next set our 3D Viewport to viewport shading ![](https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2Fp7DpgxKSUloKPWQpiox3%2Fimage.png?alt=media\&token=b94f5f2f-2eeb-445b-a3a2-2f9833f7e1d4) and change our UV Editor window to the Shader Editor

<figure><img src="https://1474639700-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXe4ekLqNACmy9Udfvs4k%2Fuploads%2FYHslcAM0INN9GY80QQqT%2Fimage.png?alt=media&#x26;token=7eb1645e-3ba2-4894-978a-29f9fdf7321f" alt=""><figcaption></figcaption></figure>
