diff --git a/tutorials/mesh_generation_with_heightmap_and_shaders.rst b/tutorials/mesh_generation_with_heightmap_and_shaders.rst index 1c7521a6d..eccb26107 100644 --- a/tutorials/mesh_generation_with_heightmap_and_shaders.rst +++ b/tutorials/mesh_generation_with_heightmap_and_shaders.rst @@ -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://".