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doc: Update part 2.
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VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-backglass/2-create-mesh.md

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@@ -6,40 +6,32 @@ description: How to create a Backglass mesh in Blender
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# Create a Backglass Mesh
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We're now going to edit the _default cube_ and unwrap it to fit the backglass artwork. _Note: this might be the only tutorial on the internet that actually uses the default cube ;)_
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We're now going to edit Blender's *default cube* and unwrap it to fit the backglass artwork.
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## Step 1: Edit the Cube
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*Note: this might be the only tutorial on the internet that actually uses the default cube ;)*
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Open Blender, choose *File -> New -> General* and select the _default cube_ that is native to this scene while in Object Mode. Under the Scene setting in the lower right change the units to *Imperial* and set the length to *Inches*. At the upper right of the window pull out the menu there and type in the exact dimensions of your backglass.
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## Create the Geometry
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![Editing the Cube](BlenderObject.jpg)
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Open Blender and select the default cube. In the *Scene Properties* window, set units to *Imperial* and the length to *Inches*. With your mouse cursor over 3D viewport, hit `N` to show the transform properties of the cube. Enter the dimensions of your backglass in the `Y` and `Z` fields under *Scale*. The `X` value isn't really important, make it something small like 0.2".
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## Step 2: Scale the Backglass
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![Editing the Cube](blender-object.png)
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Once you've set the dimensions of the backglass zoom in on it and while still in *Object Mode* select *Object -> Apply -> Scale*. This will set the scale to 1:1:1 which will lock in your edit of the backglass.
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Then, while the object is still selected, hit `CTRL+A` and choose *Scale* to apply the scale to the geometry.
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![Set the Scale](BlenderScale.jpg)
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## Unwrap the Front Surface
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## Step 3: Import the artwork
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The edges and the back side of the translite won't be visible, so we'll only unwrap the front side. Since the aspect ratio of the front side matches the aspect ratio of our maps, we can to project it entirely onto the map.
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To start the process of unwrapping the object that we just made we first must bring in the artwork that we created in the previous step. To do that select "UV Editing" and in the left screen choose *Image -> Open* and navigate to the Color Artwork that you made in Step 1.
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Change to the *UV Editing* workspace. Put your mouse cursor over the right window and press `numpad 3` to switch to an orthographic front view of the backglass. Make sure you're in edit mode, hit `3` for face selection and click on the front face. Select *UV -> Project From View (Bounds)*.
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![Bring in the Artwork](BlenderBringInImage.jpg)
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![Unwrap the Backglass Front Face](blender-unwrapped.png)
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## Step 4: Unwrap the Front surface
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In order to clear the unused faces, hit `CTRL+I`, hover over the left side, hit `1` for point selection, type `S` for scale, and enter `0`.
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To be able to use the object that you've just created, we'll create a UV map for it. For this to work, we only need to unwrap the front face of the backglass and make sure that it fits the artwork.
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## Clean Up and Export
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Change to the *UV Editing* workspace. Put your mouse cursor over the right window and press `numpad 7` to switch to an orthographic top-down view of the backglass and `numpad 5` to get a view from the top. Hit `3` for face selection and click on the front face. In the right window, choose *UV -> Project From View (Bounds)*.
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Go back to the *Layout* workspace. Select *Material Properties*, click on *Material* and on the `-` button to remove it.
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You should see an unwrapped face appear in the left window that lines up with the artwork that you made. If the edges don't line up, hit `2` for edge selection in the left screen, click on the edge that needs to be moved and hit `G` while hovering over that edge. This will select the edge and allow you to move it to the correct location. Note that you do not need to "click" to move the edge.
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![Unwrap the Backglass Front Face](ProjectFromView.jpg)
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## Step 5: Export from Blender
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The hard work is now done! Choose File/Export and save the file as an fbx.
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![Export the Backglass](BlenderExportfbx.jpg)
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Then, with the object still selected, choose *File -> Export -> FBX*. Check *Selected Objects* only, and name it `backglass.fbx`.
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You're now ready to [import into Unity](xref:tutorial_backglass_3).
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