Game Development Reference
Your layer stack should now look a bit like this. The way you have it set up means that you
can make changes any ime without destroying any other part of the image. Using layers
means you're completely safe to experiment. If you don't like the result of something, drag
the layer to the trash can. Simple as that!
You can get this GIMP file from the download pack called
The rest of the feeling of depth will be created with actual depth, modeling the terrain itself.
This is probably the most fun part of the whole modeling process, so let's leave texturing for
now and craft some landscapes! Save a copy of your map texture by going to File ¦Save a
Copy and overwrite the MapMaster.png you created earlier. Now, save your GIMP project
and get out of there. It's high ime we got back to working within SketchUp!
Modeling terrain with Sandbox tools
Back in SketchUp, you can now start to create the actual terrain that will be imported into
your game. The texture is a flat object. You will now alter the height of the terrain to create
slopes, walls, and hills, as they would be in real life.
You can use the file named Chapter5_Level_Part01.skp
from the download pack for this exercise.
Time for action - adding height to a flat terrain
1. Open your SketchUp file and go to the Materials pallet. Select the Home icon and
then the MapMaster texture.
2. Click on the Edit tab. Now, click on the Browse icon next to the texture filename and
re-load your MapMaster.png image.
3. If your edges are sill switched of, switch them back on now ( View ¦ Edge Style ).
4. You're now ready to start crafting your terrain with Sandbox tool. Make this possible
by selecing both the base and terrain components and selecing Explode from the