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description: How to prepare the backglass artwork in Photoshop
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# Finding Artwork
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## Create the Color Map
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Once you have your artwork secured save this as a PNG file. We'll name it `albedo.png` since it'll become our diffuse, or color map. Make sure that the areas for the score reels and credit reel set as transparent. Also be sure to size the backglass image to the size of the original backglass, in the case of Volley this is 19 ¾" x 22".
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Once you have your artwork secured save this as a PNG file. We'll name it `Backglass Albedo.png` since it'll become our diffuse, or color map. Make sure that the areas for the score reels and credit reel set as transparent. Also be sure to size the backglass image to the size of the original backglass, in the case of Volley this is 19 ¾" x 22".
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Save this as a grayscale PNG file without transparency named `thickness.png`. You're now ready to [create a backglass mesh](xref:tutorial_backglass_2).
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Save this as a grayscale PNG file without transparency named `Backglass Thickness.png`. You're now ready to [create a backglass mesh](xref:tutorial_backglass_2).
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uid: tutorial_backglass_2
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title: Realistic Looking Backglass - Create Mesh
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description: How to create a Backglass mesh in Blender
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description: How to create a backglass mesh in Blender
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# Create a Backglass Mesh
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## Clean Up and Export
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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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Go back to the *Layout* workspace. Select *Material Properties*, click on *Material* and on the `-` button to remove it. Hit `F2` and rename the `Cube` to `Backglass`.
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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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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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# Import Into Unity
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## Step 1: Import the FBX
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## Import Your Assets
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Open your scene in Unity and navigate to where your table stores its Materials, Meshes and textures. Drag and drop your backglass mesh into "Meshes" and your images into "Textures"
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Open your scene in Unity and copy the `Backglass.fbx` into your models folder, and `Backglass Albedo.png` as well as `Backglass Thickness.png` into the textures folder. You can do that by dragging the files from the file explorer into Unity's *Project* window.
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> [!note]
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> We recommend storing models at `Assets/<Table Name>/Models`, and texture at `Assets/<Table Name>/Textures`. In this example the Tropic Fun backglass is being created in another table for demonstrative purposes.
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> We recommend storing models at `Assets/<Table Name>/Models`, textures at `Assets/<Table Name>/Textures`, and materials at `Assets/<Table Name>/Materials`.
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## Step 2: Add a Mesh Filter
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## Add the Backglass to the Scene
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In the inspector window, click on Add Component and find Mesh Filter. Locate your exported FBX in the Project window, expand it, and drag the Cube mesh into the mesh filter's Mesh slot.
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In the *Project* window, select the *Backglass* prefab (your FBX). In the inspector, uncheck *Convert Units*and hit *Apply*.
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Drag the backglass it into your scene view.
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## Step 2: Add a Mesh Renderer
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In the inspector window, click on Add Component and find Mesh Renderer and add this to the inspector window.
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Ouch, that's too large and not oriented correctly. Let's fix that. In the inspector, set *Rotation* to `-90/180/90` and the scale to `1` on all axes. Then use the *Move Tool* in the scene view to position it correctly.

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## Step 4: Add a Translite Material
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## Create the Material
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Navigate to the "Translite" material and drag and drop this into the "Materials Element" box of the Mesh Renderer.
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In the *Project* window, navigate to your `Materials` folder, right click, select *Create -> Material*, and name the new material `Backglass`. Set the following properties:
-*Base Map* to `Backglass Albedo` (use the small target icon to search)
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-*Smoothness* to something high like `0.97`
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-*Thickness Map* to `Backglass Thickness`
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- For the *Diffusion Profile*, use the *Project* window and navigate to `Packages/VisualPinball.Unity.Hdrp/Assets/Settings` and drag and drop `Translite` into the slot (it cannot be searched after because it's part of an external package).
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## Step 5: Set up the Masks
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Under the Surface Inputs of the Translite material drag and drop the color backglass png into the "Base Map" slot and the black & white thickness map png into the "Thickness Map" slot.
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Then, in the *Project* window, navigate back to your materials, drag and drop the `Backglass` material onto the backglass in your 3D view, and...
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## Step 6: Hooray You are Done!
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Congratulations! You have now made a backglass that will transmit light through the color overlay and block light in any of the masked area. You can test it out by putting a light source behind the backglass and move it around.
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To test the thickness mask, place a light source behind the backglass and move it around:
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If you came across an error or have a better way of achieving this, don't hesitate to click on the *Improve this Doc* button on the top right side ([documentation](https://github.com/freezy/VisualPinball.Engine/wiki/Documentation)).
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