You should of course took a look on BabylonJS Babylon 101 and How to. I assume you already have these kinds of habits (non-exhaustive list): I will not dwell on modeling and texturing methodologies, which are the same no matter which engine you're using. a BJS folder, holding BabylonJS workspace and the tutorial examples.a 3D folder, holding blend files and raw textures.code! yes, we have to produce some javascript, in addition to a few bits of html/css (making a webGL app is the same as making a website after all).handle lighting through lightmaps file: old-school style, artist have to deal with more steps.3D engine editing and tweaking tools are less accessible and user-friendly.We're talking about webGL, so for artists used to well-known engine like Unreal Engine or Unit圓D I might as well warn you now, some workflow details could chill you: You will probably notice that english isn't my native language, do not hesitate to correct me :) Non-Blender guys should be still interested by this tutorial, as modeling, unwrapping and organisation guidelines keeps the same in any modeler, and of course the BabylonJS (aka BJS) side is totally independant of the modeler used. This article will use the excuse of a tiny scene to explain a simple workflow from Blender to BabylonJS, using lightmaps so as to tend to realistic lighting. (softwares used: Blender 2.79b, BabylonJS 3.3.0) 10 octobre 2018 - (mis à jour le 26 février 2021) 3 commentaires
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