콘텐츠로 건너뛰기
라이엇 비트

라이엇 비트

  • 집
  • 소식
  • 가이드
  • 비디오 가이드
  • 패치 노트
  • 남용 신고
  • 검색 양식 전환
폭풍우 작업장: 건설 및 구출

폭풍우 작업장: 건설 및 구출 – Exporting Vehicles into Blender Guide

에 게시됨 07/18/2021 에 의해 회로 코멘트 없음 ~에 폭풍우 작업장: 건설 및 구출 – Exporting Vehicles into Blender Guide
  • 제목: 폭풍우 작업장: 건설 및 구출
  • 출시일: 구월 17, 2020
  • 개발자: 지오메타
  • 발행자: 지오메타

A rather In-depth guide on how to render exported vehicles into blender, from exporting to rendering, and some extra info.

Exporting your vehicle from Stormworks into Blender

첫 번째, you need to get your vehicle into a file that blender can take, and blender Installed. (If you don’t know the basics of blender I highly recommend waiting and watching a video on the basics or this guide is going to make no sense.) Stormworks has an an-built in exporter, so all we need to do is export the vehicle by pressing F11 while in the vehicle editor with the vehicle selected. 이 가이드에서는, we are going to be using Martin B-10B as our example. It can be found 여기. After opening the game and loading in, head to the workbench and open the vehicle you want to use, and press F11, after pressing F11 you should see this popup.

지금, after you’ve exported it, you should have a .ply file with the name that you selected in your Stormworks exports folder, the folder will be located at

씨:\Users\Your Username\AppData\Roaming\Stormworks\export

Now launch blender, delete the default cube, and go to File > Import > Standford (.ply) as shown in this image. 내 경우에는, the file will be named Martin B10. Your’s will be different depending on what you named it.

A window should pop up where you can import your file. After Importing it to blender, you show to see it facing upwards, and flipped on the X-axis. To fix this you need to set your X Rotation to 90 Degrees and set your X-Scale to -1, as shown.

지금, the origin of the import is off, so what we need to do is Right-Click > Set Origin > Origin to Center of Mass (표면).

지금, this step is optional but recommended if you are going to fix any modded parts on the vehicle.

In blender, go to Edit mode, and select all vertices and then go to Mesh > Merge > By Distance
이후, with them still selected, go into Face Select, 그 다음에 Right Click > Tris to Quads, Now your vehicle is into Blender, but is lacking materials.

지금, concluding Section 1, we have imported the model, fixed it being flipped, and corrected the origin.

Material Setup

지금, with our vehicle in blender, you need to go into the shader editor and create new material for the vehicle. 내 경우에는, I’ll be naming it MB10 MainBody. In the node editor, we need to add a Vertex Color node to our Principled BDSF Shader.

지금, to have multiple materials on the model, we need to assign our glass material to our windows and dial faces. I’ll be using cycles, in other rendering engines, making glowing materials that illuminate the area around them are different, 그러니까 그걸 명심해. 첫 번째, let’s make our glass material, to keep things simple, it will be a Glass BDFS Shader with a low roughness value.

Go into the shader editor, add a slot for our glass, and create new material.

Create the glass shader, then select the window faces, 이 후에, click on the slot dropdown, and click assign, 이후, your windows should show the glass preview.

이 후, we can rinse and repeat the process of adding a slot and assigning it to things that are a different material. 우리의 경우, we need to do the Nav-lights on the plane. Cycles have a light output node that can make a material that can light up its surroundings. 첫 번째, select the faces of the lights that you want the color you are about to choose, in our case. If there are these blue faces clipped inside of the light, just delete them.

내 경우에는, here is the shader I used for the Red Nav light.

다른 메모에, I swapped to the RAW Color space after this point, so the right value is cranked up a lot, 그러니까 그걸 명심해. I reused the shader for the rest of the light, by just changing the color of the RGB Input.

This is what the model should look like at this point.

지금, the cockpit light was the same shader as the others, except the RGB Node was replaced with a Blackbody, with the Temp set to 2750, for a warm white, and the brightness cranked up.
Concluding this section, here is a preview render of what we have so far, 어둠 속에서.

Cleaning Up the Model and Preparing to Render

To start off this section, we are going to clean up the modded windows, 첫 번째, we need to mess around with the position of the faces, this can’t really be explained within this guide, as you editing the model as you would with anything in blender, so I’m not going to into depth a whole lot. But here’s what I changed with the windows.

지금, since we got the vehicle model cleaned up and imported, we need to setup the scene around the vehicle, in my case I want to portray the B-10B flying above the clouds in the moonlight.

First I’m going to add dim sunlight and then change the sky shader. For the clouds, I used a wide cube with a principled volume shader with a musgrave texture.

지금, all we need to do is render, and move on to compositing.

이것이 오늘 우리가 공유하는 모든 것입니다. 폭풍우 작업장: 건설 및 구출 가이드. 이 가이드는 원래 작성자가 작성하고 작성했습니다. 회로. 이 가이드를 업데이트하지 못한 경우, 다음을 수행하여 최신 업데이트를 찾을 수 있습니다. 링크.

이 사이트의 콘텐츠가 귀하의 권리를 침해한다고 생각하는 경우, 귀하의 지적 재산권을 포함하여, 문의 양식을 사용하여 즉시 문의하십시오..
가이드 태그:폭풍우 작업장: 건설 및 구출

탐색 후

이전 게시물: Starbound – How to Defeat Ixodoom (층 2 사장)
다음 게시물: Timberman – Mighty Mr Tree Achievement Guide

답장을 남겨주세요 답장 취소

귀하의 이메일 주소는 공개되지 않습니다. 필수 입력란이 표시되어 있습니다 *

  • 제목: 폭풍우 작업장: 건설 및 구출
  • 출시일: 구월 17, 2020
  • 개발자: 지오메타
  • 발행자: 지오메타

부인 성명

인용된 모든 콘텐츠는 해당 소스에서 파생됩니다.. 귀하의 콘텐츠를 허가 없이 사용했다고 생각되는 경우, 우리에게 연락하면 진지하게 받아 들일 것입니다..
  • 회사 소개
  • 문의하기
  • 개인 정보 정책
  • 서비스 약관

저작권 © 2025 라이엇 비트.

에 의해 구동 프레스북 뉴스 WordPress 테마