Build a Palace
tutorial will introduce you to some basic texturing and lighting techniques
in Awakening. It assumes some basic knowledge of the User Interface.
To begin, press Ctrl+N to start a new project or select File > New Scene.
|Loading the mesh|
you will import 3D geometry into your scene. There are two ways to load
geometry in Awakening: press Ctrl+L to load mesh from .tri
files, or press Ctrl+I to import from various popular 3D format files.
Press Ctrl+L and open the hall.tri file which can be found at .../Awakening/Models. Once the geometry is loaded, press "N" to select none (Awakening automatically selects all imported surfaces) and press Shift+A to see all. You should then see a complete white palace, it's white because it has no textures and no lighting at all.
To see wireframe, right-click in the viewport, and select Fill Mode > Wireframe.
|Texturing the palace|
To load textures, right-click on the Texture page,
select Add Texture, then select your image files. Another
method is dragging image files into the Texture panel
from Windows Explorer. Download and add these four images
to toggle texture mode.
Click on the
button on the toolbar, so Awakening is ready to select entities. Press
Ctrl+A to select all surfaces, then left-click on the wall2.jpg in the Texture
panel. This will assign the image to all surfaces. Click on the
button on the Texture toolbar to tile the texture. The palace should no
longer be all white.
If the windows seem too big you can scale the texture. Click on the button on the toolbar, then hold the left mouse button and drag your mouse around. Notice the size of window is changing as you drag your mouse. Scale the windows to appropriate size, and you've finished this section. If you have locked the texture page, remember to unlock it now (right-click on the texture page tab).
|Lighting the palace|
add some lighting. Click on the toolbar button
, then move the camera near the front wall. Left-click aim the upper
rounded window and you will see a white wireframe hexahedron and a green
bounding box (this is a Point Light). You can modify this light's
properties in the control panel (default on the left). You can also
move/rotate/scale the light by clicking the corresponding button
on the toolbar and dragging in the viewport. The light's default color is
white. Click on the button "Color:" first in the Light panel
(the control panel for light properties), then select a light blue in
the color-picker dialog that appears. In the same way create a light in
front of the lower window and change it's color to a light red.
Press F9 to compute lighting. Press Shift+T to change texture mode, to check the lightmap. The effect should similar to the left image, amazingly realistic for only a few steps, isn't it?