ANATOMY OF A MESH

A "mesh" for BBG is somethings there are inside a .MESH file. Each SGAG object (or block) , normally is a group of "submeshes" inside this file.

Are you a little confuse? Let's try to explain this better.

What defines a "submesh"? It has an exclusive "texture". A "texture" is like an skin. It's a .TGA file.

An example? Imagine that we will create a "man" (something like the "SGAG infoman") to be over the Ground.

If we create it beeing only one "submesh" the texture will be very complicated to design (to find what polygon corresponds to the face, by example).

So, what we do? We can divide - there are not an exact rule to do this, it depends of your choice - this "object/block" in 3 submeshes. (You will learn how to do this in Blender soon).

The first submesh will be the "head+torse". It will have its .TGA texture (UV Map). Easy (ok, not so easy...) to find the polygons of each part.

The second submesh will be the "arms", It will not have an "easy" UV Map but, like all the arms will be of the same color here (white) this is not a problem. We will not need to identify any correspondence of parts.

The last submesh of our man will be the "legs". The UV Map is also not very easy. But it can have only one color (pink) too.

We usualy create an SGAG object over a Ground to verify if all is OK. So, doing our "man": our environment wiil have two objects: the Ground and the "man". The Ground has (I made it!) only one submesh. The "man" has three submeshes.

Like we are creating an SGAG external and not an environment, we need to erase the Ground (we will learn how to do this)

After this, We need to "joint" (you will learn how to do this too) the three submeshes of the man creating a final: "mesh". That will be exported to be a .MESH file.

So, the sequence for an "SGAG external" creation is: Primitives -> Submeshes (having UV Maps:Textures) -> Erase of Ground and final SGAG External Mesh -> exported to be a .MESH file -> loaded inside the Blink3D Builder.

Confuse for you? OK, in the next lessons you will do all this in the pratice...


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