Torque3D
  • General
    • Welcome!
    • Features
    • Release Notes
      • Version 4.0.3
      • Version 4.0.2
      • Version 4.0.1
      • Version 4.0
      • Version 3.10.1
      • Version 3.10
      • Version 3.9
      • Version 3.8
      • Version 3.7
      • Version 3.6.2
      • Version 3.6.1
      • Version 3.6
  • Getting Started
    • Introduction
      • What's the Torque3D Engine?
    • Getting Familiar
      • Getting a Copy
        • Torque Project Manager
        • Downloading it Yourself
      • Getting Ready for Launch
        • Running Pre-Built Binaries
        • Building the Engine Yourself
      • Launching the Game
        • Opening the Example Level
        • Launching the Editors
      • Your First Game
        • Introduction To The Engine
        • The Module System
        • Creating an empty gamemode
        • Adding a Player
        • Adding a Coin
        • Adding a win-condition
        • Custom coin asset
        • Counting coins
        • Adding some effects
        • Supporting multiplayer
        • Adding a Scoreboard GUI
        • Keeping the scoreboard up-to-date
      • Deep Dive: BaseGame Directory Structure
    • Best Practices
    • Porting a Legacy Project
  • For Artists
    • Assets
      • What are Assets?
      • How to Create a New Asset
      • Working With Assets
      • Deep Dive: Creating a New Asset Type
    • Art
      • File Formats
      • 3D Art
        • Shape Specifications
        • Coordinates System
        • Mounting Shapes
        • Animation
        • Player Setup
        • Blender -> Torque3D Pipeline
      • 2D Art
        • Working with Adobe Substance
    • Animation
    • GUI
      • Loading and Initializing a GUI
      • Expanding a GUI via Script
      • How to Network GUIs
    • Materials
      • Material Mapping
      • Material Animation
    • Terrain
    • Shaders
    • Lighting
    • Audio
  • For Designers
    • Base Classes
      • SimObject
      • SimGroup
      • SceneObject
      • Scene
      • Datablocks
    • Game Classes
      • Creating an Object
      • Destroying an Object
      • Gameplay Scripting
        • Spawning an Object from Gameplay Code
    • Modules
      • What are Modules?
      • How to Create a New Module?
      • Making a Module do Things
      • Installing Existing Modules
        • Where to Get More Modules
    • Scenes and Levels
      • How to Create a New Level
      • How to Load a Level
        • Deep Dive: Level Loading Scripts
      • How to Edit Levels
        • Opening a Level in the Editor
        • Spawning Objects from the Asset Browser
        • Working with Scenes
        • Using SimGroups
        • Changing a Level's PostEffects
        • Deep Dive: LevelAsset Companion Files
    • Game Modes
      • Creating a New GameMode
      • Making a Level Use Your GameMode
      • Adding Gameplay Code to Your GameMode
    • AI
      • Navmesh
      • Objects
      • Scripting
    • Inputs
      • Inputs and Keybinds
        • ActionMap
        • Bind Functions
        • ActionMap Stack
    • Localization
    • Editors
      • Changing Editor Settings
      • World Editor
        • Scene Editor
        • ConvexShape Editor
        • Terrain Editor
        • Terrain Painter
        • Material Editor
        • Spline-Based Tools
          • Mesh Road Editor
          • River Editor
          • Decal Road Editor
        • Datablock Editor
        • Particle Editor
        • Decal Editor
        • Forest Editor
        • Navmesh Editor
        • Deep Dive: Creating Your Own Editor
        • Shape Editor
      • GUI Editor
        • Interface Details
  • For Programmers
    • Compiling the Engine
      • Setup Development Environment
        • SDK and Library Installation
        • Git
        • Cmake
        • Creating a Fork on Github
      • Create a Project
        • Creating a Project With CMake
        • Creating a Project With the Project Manager
      • Compiling
        • Compiling in Windows
        • Compiling in Linux
        • Compiling in MacOS
      • Building the Project Manager
    • Introduction
    • Code Style Guidelines
    • Expanding the Engine
      • Creating a New Object Class
      • Exposing Object Classes to Script
        • addProtectedField
      • Adding a New Library to the Engine
    • Major Components of the Engine
      • Core
        • Console
        • Platform
      • Audio
        • SFX
      • Rendering
        • GFX
        • Render Bins
      • Physics
        • Stock T3D Physics
        • Physics Wrapper
          • PhysX
          • Bullet
        • Classes
    • Rendering
    • Math
    • Networking
      • Client and Server Commands
    • Physics
    • Collision
    • Scripting
      • TorqueScript
        • What is TorqueScript?
        • Basic Syntax
        • Variables
        • Types
        • Operators
        • Control Structures
        • Functions
        • Objects
        • Module Interop
          • QueueExec
          • RegisterDatablock
          • CallOnModules
          • ModuleExec
        • API Reference
      • Other Languages
        • C-Interface
    • File Inputs/Outputs(I/O)
    • API Reference
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On this page
  • Blender Setup
  • Modelling
  • UV Mapping
  • Baking Procedural Material
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  1. For Artists
  2. Art
  3. 3D Art

Blender -> Torque3D Pipeline

This page will describe how to create a simple 3d asset in Blender3D and bake all textures to an ORM map for use in Torque 3D

PreviousPlayer SetupNext2D Art

Last updated 2 years ago

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

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

Next save your preferences and close the preferences window.

After this head to the render tab and setup the render settings as follows

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

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

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

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

You should see a similar layout to this.

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

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.

Repeat this procedure for the other side so you end up with something similar to this

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

Scale these UVs now to fit inside our UV Space.

Baking Procedural Material

Now we can TAB out of edit mode and go to the materials tab.

Add a new material and name it coin_Mat

Next press TAB to enter edit mode, switch to face edit by pressing 3 or selecting the face symbol at the top . Select and delete the 2 faces.

Next switch to edge edit mode and press Alt and select anywhere in the edge left by deleting those face. Press Ctrl + F and select Grid Fill.

Press the Y axis on the view gizmo so we are looking straight down the Y Axis

Next set our 3D Viewport to viewport shading and change our UV Editor window to the Shader Editor

Page cover image
Note for baking textures we do not need a high sample count. It rarely effects the quality of the texture.
Doing this gives us nice Quad geometry for these faces.
If this does not change anything straight away, change the settings of Average Islands Scale to Non-Uniform
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.
Names of these material slots are referenced in Torque3D so it is always good practice to rename them to something relevant.