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Model
As with other tools, the scene graph should follow the structure described in the template for the target submission type.
Blender requires unique names for objects and will append numbers to duplicate names. These will be ignored on export. For example, "Hull.002" will be exported as "Hull".
Only Empty
and Mesh
objects will be exported. To assist with designing, Light
and Camera
objects can be added without affecting the exported model.
Empty > Plain Axes
is used for nodes that do not have a mesh, such as a seating location.
For the root object, the Location
and Rotation
are ignored while the Scale
should remain as 1.
The root node contains the LOD distances in the Custom Properties
section.
Materials are configured using the There BSDF
shader, which is bundled with this project and was designed to correspond to There's material system.
Although the default Principled BSDF shader can also be used, some configurations may be more complicated or miss features.
To view materials, be sure the Viewport Shading
is set to Material Preview
or Rendered
.
The following describes how the material inputs correspond to the settings in Previewer using the There BSDF
shader.
Many settings can be set from the Material Properties
panel, but the Shader
tab is more comprehensive and provides the best experience.
The simplest configuration is using an Image Texture
for the Color
input. This will be shaded using the world lighting.
To give the appearance of an illuminated object, connect an Image Texture
to the Emission
input.
To achieve a blended draw mode in There, the Image Texture
that is connected to Color
or Emission
should also connected to the Alpha
input.
In addition, select Alpha Blend
as the Blend Mode
in the Settings
panel.
To achieve a chromakey draw mode in There, the Image Texture
that is connected to Color
or Emission
should also connected to the Alpha
input.
In addition, select Alpha Clip
as the Blend Mode
in the Settings
panel.
A separate Image Texture
with the Color
output connected to the Alpha
input can be used as an opacity by selecting Alpha Blend
as the Blend Mode
.
A separate Image Texture
with the Color
output connected to the Alpha
input can be used as a cutout by selecting Alpha Clip
as the Blend Mode
.
A per-pixel emissive effect can be configured by connecting an additional Image Texture
to the Emission
input.
Note that this is a DX9 only feature.
An Image Texture
connected to both the Detail Color
and Detail Alpha
inputs will overlay the Color
image. It should be configured with a UV Map
set to a second UV channel (see the "Adding a second UV" section below).
An Image Texture
connected to the Lighting
input will apply baked lighting to the Emission
image. It should be configured with a UV Map
set to a second UV channel (see the "Adding a second UV" section below).
An Image Texture
connected to the Normal
input can be used to fake bumps and dents on the surface of an object without requiring additional vertices.
For proper viewing, the Color Space
should be set to Non-Color
.
Tools such as GIMP, CrazyBump, and AwesomeBump can be used to create the normal images.
When using a normal image, the exporter will also include tangents and bitangents in the mesh.
Note that this is a DX9 only feature.
An Image Texture
connected to the Gloss Color
and Gloss Alpha
inputs will influence the shininess and/or reflectivity of a surface.
A low alpha value will produce specular highlights while a high alpha value will produce a reflection of the environment (specifically, the sky).
In addition to the image are the Specular Power
(0-511), Specular
, and Environment
properties.
Dan Samuel wrote some useful information regarding glossy materials. It was written for an older version of Blender (2017) and the COLLADA workflow, so the step-by-step does not apply.
Note that this is a DX9 only feature and currently does not render in Blender.
Under the Settings
section, check Backface Culling
for single sided and uncheck for two sided. This is opposite of the checkbox in Previewer.
A second UV can be added from the UV Maps
section of the Object Data Properties
. This is only used for detail or lighting textures.
Gmax and 3ds Max use Smoothing Groups to define different regions of smoothness.
Blender uses a different approach. With Auto Smooth
enabled in the Normals
section, faces can be shaded smoothly.
To have full control over sharp edges, click Add Custom Split Normals Data
if not already added.
Edit Mode
can be used to adjust the smooth regions by selecting edges and using the menus Edge > Mark Sharp
or Edge > Clear Sharp
. The sharp edges will appear light blue.
The Normals
visualization tool in Viewport Overlays
can assist with adjusting the shading.
Blender's documentation contains more information about this subject, as there are many methods for shading an object.
The model is exported by using the menu File > Export > There Model (.model)
.
In addition, an optional Previewer Settings file (.preview) can be saved with the material configuration. Note that Previewer may require a refresh (F5) when loading this file to view the correct settings.
Any errors or warnings are displayed at the bottom of the window. Use Window > Toggle System Console
for additional details.
-
Emission
,Normal
andGloss
are DirectX 9 (DX9) features only. -
Gloss
is not currently visible in Blender. Use Previewer to view. - There seems to be a limitation to the number of mesh components in a model file. As such, it is not possible to use
Normal
(which adds tangents and bitangents) along with vertex colors or a second UV.