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
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
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