We saw that a "submesh" (something static over the Ground that will be part of the Land - the final Mesh) is divided in "subsubmeshes" that are the result of joins of primitives.
Each subsubmesh needs to have a "texture" (an UV map) even if it has only one color
So, having a subsubmesh,we need to create a unwrapped UV map for it.
An unwrapped UV map of an object is a "deformed" projection of all the faces of the object in a plane, to be used for design. It will be created by Blender like a .TGA file that can be open by our sugested designer tool GIMP or by any other that opens this type of file (Photoshop etc.). We will convert this file to be a .JPG file after the design. Blender accepts to load .JPG files like textures.
TIP: Is important that your unwrapped UV map doesn't have too much faces because is not easy to make the correspondence of the faces in the map an the faces in the object. Less than 20 faces is a good number.
Our exercice will be to create a texture for a truncated pyramid (you have learned how to create one at previous lesson ).
1 - At Object Mode select the object.
2 - Replace Object Mode by UV Face Select.
3 - Press "U". You will not have a Undo here; appears a popup menu. Click LSCM and you will have at the "UV/Image Editor" subwindow a not so good Map.
4 - Click UVs and ArchiMap...Unwapper. Appears another menu. Click "OK".:
Now, like we said, you have a "deformed" projection of all the 6 faces of our object.
AGAIN: If you desselect the object, rightclicking a face, will appear the equivalent at the map.
5 - Before the creation of the .TGA file redefine the name of your object (subsubmesh). Our choice was: mypiramid
6 - For the creation of the .TGA file, click UVs again and Save UV.Appears a new window at the base of the interface. If you have saved your world to a land.blend file, will appear the path of this folder. If not, you can change the path of the .TGA file that will be created like: mypiramid.tga. Remember to put a "\" at the end of the path. Click "EXPORT".
[To be continued]
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