Misc corrections to mesh gen from heightmap tutorial

This commit is contained in:
Andrew Conrad
2016-05-04 14:53:01 -05:00
parent fa3d07bb1e
commit cf2843f315

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@@ -28,9 +28,8 @@ See this tutorial as an introduction, not a method that you should
employ in your games, except if you intend to do LOD. Otherwise, this is
probably not the best way.
However, let's first create a heightmap. To do so, let's first create a
heightmap. To do this, I'll use GIMP editor, but you can use any image
editor you like.
However, let's first create a heightmap,or a 2D representation of the terrain.
To do this, I'll use GIMP, but you can use any image editor you like.
The heightmap
-------------
@@ -89,7 +88,7 @@ texture over the whole mesh correctly.
If all the vertices of your mesh are not selected, select them all
(hit "A"). They must appear orange, not black. Then, in the
Shading/UVs button group a the left, click the "Unwrap" button (or
Shading/UVs button group to the left, click the "Unwrap" button (or
simply hit "U") and select "Smart UV Project". Keep the default
options and hit "Ok".
@@ -99,7 +98,7 @@ Now, we need to switch our view to "UV/Image editor".
.. image:: /img/9_Blender_UV_editor.png
Select all the vertices again ("A") then in the UV button, select
Select all the vertices again ("A") then in the UV menu, select
"Export UV Layout".
.. image:: /img/10_Blender_exportUV.png
@@ -126,7 +125,7 @@ your project folder).
.. image:: /img/12_Godot_ImportMesh.png
I like to check "Normals" in the import popup so the import will also
I like to check "Normals" in the import pop-up so the import will also
consider faces normals, which can be useful (even if we don't use them
in this tutorial). Your mesh is now displayed in the FileSystem in
"res://".