Howto:Modeling Ground Signs with Blender: Difference between revisions

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=== Modelling the marking with Blender ===
=== Modelling the marking with Blender ===


That's very easy, it's a simple textured rectangle. First thing you need is the correct measurements and a nice texture to put on it. I will create this example with the same measures used at EDDF Frankfurt airport. The rectangle is 8m wide and 7m high.
This is relatively easy.  It is a simple textured rectangle. The first thing you need is the correct measurements and a nice texture to put on it. I will create this example with the same measurements  used at EDDF Frankfurt airport. The rectangle is 8m wide and 7m high.


I will not explain how to paint the texture because it's trivial, just make use of your preferred painting software, I used [[The Gimp]] for this one, save the file as a .rgb format, and make shure its size (pixel resolution, not bytes) is a multiple of 8, otherwise Flightgear will not load it. Here you see a JPG version of the texture as an example, download catii-iii.rgb to get the RGB version you need for texturing, it has 512x512 pixel resolution. You can use smaller ones (ex. 128X128) if you think this resolution is too high.
I will not explain how to paint the texture because it is covered in other tutorials.  Use your preferred painting software, I used [[The Gimp]] for this one, save the file in.rgb format and make sure that its size (pixel resolution, not bytes) is a multiple of 8, otherwise Flightgear will not load it. Here you see a JPG version of the texture as an example, download catii-iii.rgb to get the RGB version you need for texturing, it has 512x512 pixel resolution. You can use smaller ones (ex. 128X128) if you think this resolution is too high.


[[Image:catii-iii_markings_html_m11bd5b93.jpg]]
[[Image:catii-iii_markings_html_m11bd5b93.jpg]]




Modelling the rectangle with Blender is trivial.
Modelling the rectangle with Blender is easy.


Open Blender; from the main menu choose Add -> Mesh -> Plane
Open Blender; from the main menu choose Add -> Mesh -> Plane


This add a 2units width square plane.
This adds a 2 units width square plane.


Our ground painting is 8m x 7m rectangle, we have to change the square dimensions.
Our ground painting is an 8m x 7m rectangle so we have to change the square's dimensions.


Enter Object mode. Object -> Transform Properties
Enter Object mode. Object -> Transform Properties
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[[Image:catii-iii_markings_html_39a834a0.jpg]]
[[Image:catii-iii_markings_html_39a834a0.jpg]]


In the 3D View window, select UV Face Select mode, the rectangle face should be still selected, if not, select it by right clicking on the rectangle. Now, while the mouse is in the 3D View window, make shure it's a top view (Numpad 7), hit the U key, and select “From window”.
In the 3D View window, select UV Face Select mode, the rectangle face should be still selected, if not, select it by right clicking on the rectangle. Now, while the mouse is in the 3D View window, make sure it's a top view (Numpad 7), hit the U key, and select “From window”.


Now it's time to load the texture file. Inside the right panel, choose Image -> Open ... select the file catii-iii.rgb and hit Open Image.
Now it's time to load the texture file. Inside the right panel, choose Image -> Open ... select the file catii-iii.rgb and hit Open Image.
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[[Image:catii-iii_markings_html_m41735d75.jpg]]
[[Image:catii-iii_markings_html_m41735d75.jpg]]


We have to move the rectangle UV vertices in order to make the texture cover the entire rectangle geometry. We will now work in the UV/Image Editor window. Make shure “UVs -> Snap to Pixel” is set, that will make our life easier. Hit the B key, click and drag the mouse around the left down corner in order to select it. We are not working on the 3d model, we are working on the Uvs, that's why the rectangle in the left window maintains its geometry. Once the vertex is selected, hit the G key (Grab mode) and drag the vertex to the bottom left.
We have to move the rectangle UV vertices in order to make the texture cover the entire rectangle geometry. We will now work in the UV/Image Editor window. Make sure “UVs -> Snap to Pixel” is set, this will make our life easier. Hit the B key, click and drag the mouse around the lower left corner in order to select it. We are not working on the 3d model, we are working on the Uvs, that's why the rectangle in the left window maintains its geometry. Once the vertex is selected, hit the G key (Grab mode) and drag the vertex to the bottom left.


[[Image:catii-iii_markings_html_m3011a2ff.jpg]]
[[Image:catii-iii_markings_html_m3011a2ff.jpg]]




You will need to zoom in a little bit in order to position it precisely, use the CTRL-MMB (MMB = Middle Mouse Button) to zoom in and out, use the SHIFT+MMB to drag the view around. Hit G again, and move the UV vertex in the right position. While doing this, you can select the Textured Draw Mode and interactively see what's happening.
You will need to zoom in a little bit in order to position it precisely, use the CTRL-MMB (MMB = Middle Mouse Button) to zoom in and out, use the SHIFT+MMB to drag the view around. Hit G again, and move the UV vertex into the right position. While doing this, you can select the Textured Draw Mode and interactively see what's happening.


[[Image:catii-iii_markings_html_3b879144.jpg]]
[[Image:catii-iii_markings_html_3b879144.jpg]]


You can select and deselect all UV vertices hitting the A key.
You can select and deselect all UV vertices by hitting the A key.


Now hit the A key to deselect the UV vertex; zoom out, hit B, by clicking and dragging select a new UV vertex, hit G and move it with the mouse to the correct position. Then do the same with the remaining two vertices. You will end up with the texture perfectly matching the geometry border:
Now hit the A key to deselect the UV vertex; zoom out, hit B, by clicking and dragging select a new UV vertex, hit G and move it with the mouse to the correct position. Then do the same with the remaining two vertices. You will end up with the texture perfectly matching the geometry border:
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[[Image:catii-iii_markings_html_3283723d.jpg]]
[[Image:catii-iii_markings_html_3283723d.jpg]]


Now you can go back to Object Mode, make shure the object is selected and export it as AC3D formatted file.
Now you can go back to Object Mode, make sure the object is selected and export it as AC3D formatted file.


File -> Export -> AC3D (.ac) ... enter a filename and hit “Export AC3D”.
File -> Export -> AC3D (.ac) ... enter a filename and hit “Export AC3D”.


The 3d model is ready and you can place it into your airport [[scenery]] right now. Make use of Flightgear Scenery Designer, the [[Placing 3D Objects with the UFO|UFO object placing capability]] or whatever method you prefer.
The 3d model is ready and you can place it into your airport [[scenery]] now. Make use of Flightgear Scenery Designer, the [[Placing 3D Objects with the UFO|UFO object placing capability]] or whatever method you prefer.


Result being:
Result being:
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