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Tutorial: Using blender to bake large static model shadows

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Tutorial: Using blender to bake large static model shadows

Postby Brad789 » Sun Feb 14, 2010 2:00 am

I wrote a tutorial on how to use blender to add shadows from large static objects to L3DT textures. It requires knowledge on how to use L3DT, Blender, and an image editor that supports layers, like GIMP. If you have any problems or suggestions for the tutorial I'll be glad to get the feedback.

http://landweaver.wordpress.com/tutorials/baking-model-lightmaps-to-l3dt-terrain-texture/

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Postby Aaron » Sun Feb 14, 2010 9:59 pm

Hi Brad,

Well done; a good idea, and well executed. Thanks also for the excellent resource; I've added it to the tutorials list in the wiki.

The only change I'd recommend would be to change the following heading from:

Step 1: Export your terrain from blender as an wavefront(.obj) file


to:

Step 1: Export your terrain from L3DT as an wavefront(.obj) file


Oh, and thanks for the tip regarding the inverted normals in the OBJ exporter. I'll have a look into it.

Best regards,
Aaron.
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Postby Brad789 » Mon Feb 15, 2010 2:57 am

I fixed the step 1 line. I bet if you just swap the last two vertices on the export to obj it will show up in blender correctly. The only thing I wonder is if some modelers might import it one way and some another. It might be there is no "right" way.
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