In this series of tutorials you will learn how to create a finished environment for Blender’s Game Engine. The main focus of the series will be texturing and lighting, with the use of some custom 2d filters to enhance the result.
Day 1 dealt primarily with sculpting the model, and on day 2 we created a low-poly mesh, and then used it to bake a tangent space normal map, and an approximate ambient occlusion map. Now, on day 3, we will begin texturing our terrain.
First, we will edit an image to create a seamless texture with Gimp, and then we will texture the terrain in blender using several images, and mix them together using stencil maps. Note: For the Gimp part you’ll need a couple of filters that aren’t included in a default installation of Gimp. You can download them at the links below.
Final Effect Preview
Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.