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hpl1:tutorials:tutorial_3_-_materials [2010/11/04 06:54]
jens created
hpl1:tutorials:tutorial_3_-_materials [2010/11/04 07:03] (current)
jens
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 ===== Creating the material ===== ===== Creating the material =====
 First of all you need to start up HPL helper and select the Material tab.\\ First of all you need to start up HPL helper and select the Material tab.\\
-{{:tutorial:materialeditor.jpg|:​tutorial:​materialeditor.jpg}}\\+{{:hpl1:tutorials:​materialeditor.jpg}}\\
 \\ \\
  
 You first need to choose the type of material that you want to use. Click on the “Type” [1] drop-list and choose “BumpSpecular”. You have now chosen to create a material with a normal map and specular highlights. Following you need to pick the diffuse texture to use. The diffuse texture is what tells the engine what colours the material should have. Select “Diffuse” in the “Unit” drop-list [2]. Next up click on the “…” [3] next to the file field and select the texture of your choice, in this tutorial I am going to pick “tutrorial_3_diffuse.jpg”.\\ You first need to choose the type of material that you want to use. Click on the “Type” [1] drop-list and choose “BumpSpecular”. You have now chosen to create a material with a normal map and specular highlights. Following you need to pick the diffuse texture to use. The diffuse texture is what tells the engine what colours the material should have. Select “Diffuse” in the “Unit” drop-list [2]. Next up click on the “…” [3] next to the file field and select the texture of your choice, in this tutorial I am going to pick “tutrorial_3_diffuse.jpg”.\\
-{{:tutorial:tutorial_3_diffuse.jpg|:​tutorial:​tutorial_3_diffuse.jpg}}\\+{{:hpl1:tutorials:​tutorial_3_diffuse.jpg}}\\
 \\ \\
  
 Next up is picking the bump map to use, to do this select “Nmap” in the unit drop-list and then pick the texture to use, just like you did earlier with the diffuse one. I am going to use “tutrorial_3_bump.tga” for this tutorial. If you want more information on how to do normal maps a quick Google search should give you plenty of results. I have saved this texture as a 32 bit Targa since I intend to use the alpha channel later on. (currently tga is the only format with alpha channel that the engine support, this will change though).\\ Next up is picking the bump map to use, to do this select “Nmap” in the unit drop-list and then pick the texture to use, just like you did earlier with the diffuse one. I am going to use “tutrorial_3_bump.tga” for this tutorial. If you want more information on how to do normal maps a quick Google search should give you plenty of results. I have saved this texture as a 32 bit Targa since I intend to use the alpha channel later on. (currently tga is the only format with alpha channel that the engine support, this will change though).\\
-{{:tutorial:tutorial_3_bump.jpg|:​tutorial:​tutorial_3_bump.jpg}}\\+{{:hpl1:tutorials:​tutorial_3_bump.jpg}}\\
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 Now go to the “Models” tab [7] in the hpl helper and load the model and then press “View”. Now the model should look something like this:\\ Now go to the “Models” tab [7] in the hpl helper and load the model and then press “View”. Now the model should look something like this:\\
-{{:tutorial:model_view01.jpg|:​tutorial:​model_view01.jpg}}\\+{{:hpl1:tutorials:​model_view01.jpg}}\\
 \\ \\
  
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 Now say we want to make this material a bit more shiny, we are using specular bumps after all. First up we fire up our image editing program and there we open up the bumpmap texture, here “tutorial_3_bump.tga” is used. As you might recall the file was stored in a 32 bit format, this is so that the image can contain an alpha channel. When using the BumpSpecular format the alpha channel is used to define specular. Black = no specular and White = full specular. The alpha for the “tutorial_3_bump.tga” was made like this:\\ Now say we want to make this material a bit more shiny, we are using specular bumps after all. First up we fire up our image editing program and there we open up the bumpmap texture, here “tutorial_3_bump.tga” is used. As you might recall the file was stored in a 32 bit format, this is so that the image can contain an alpha channel. When using the BumpSpecular format the alpha channel is used to define specular. Black = no specular and White = full specular. The alpha for the “tutorial_3_bump.tga” was made like this:\\
-{{:tutorial:texture_specular.jpg|:​tutorial:​texture_specular.jpg}}\\+{{:hpl1:tutorials:​texture_specular.jpg}}\\
 \\ \\
  
 And here is how it looks in engine:\\ And here is how it looks in engine:\\
-{{:tutorial:model_view02.jpg|:​tutorial:​model_view02.jpg}}\\+{{:hpl1:tutorials:​model_view02.jpg}}\\
 Notice how it shines on top.\\ Notice how it shines on top.\\
  
  
 As final exercise lets add some glowing stuff on the material. Go to the material tab again and now select “Illumination” in the Unit drop-list. Now select the texture to use for illumination,​ I will be using the “tutorial_3_illum.jpg”. \\ As final exercise lets add some glowing stuff on the material. Go to the material tab again and now select “Illumination” in the Unit drop-list. Now select the texture to use for illumination,​ I will be using the “tutorial_3_illum.jpg”. \\
-{{:tutorial:tutorial_3_illum.jpg|:​tutorial:​tutorial_3_illum.jpg}}\\+{{:hpl1:tutorials:​tutorial_3_illum.jpg}}\\
 \\ \\
  
 Below is the final result.\\ Below is the final result.\\
-{{:tutorial:model_view03.jpg|:​tutorial:​model_view03.jpg}}\\+{{:hpl1:tutorials:​model_view03.jpg}}\\
 \\ \\
  
 And that is the end of this tutorial. Hope you have learned something useful. ​ And that is the end of this tutorial. Hope you have learned something useful. ​
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hpl1/tutorials/tutorial_3_-_materials.1288853676.txt.gz · Last modified: 2010/11/04 06:54 by jens