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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File (hide): 1442427137603.png (277.24 KB, 502x290, 251:145, blender.png) (h) (u)

[–]

63e0c8 (42) No.21934>>21941 >>22304 [Watch Thread][Show All Posts]

After getting frustrated at MudBox and listening to some feedback here, I've decided to try and learn from the ground up using Blender.

ITT: Beginning 3D in Blender

Resources:

YouTube channels:

the d-dub show / ward7299

https://www.youtube.com/user/ward7299

Blender Guru

https://www.youtube.com/channel/UCOKHwx1VCdgnxwbjyb9Iu1g

BornCG

https://www.youtube.com/channel/UCdioEctcBLd2nw2aQkl8msw

Websites:

http://www.blender.org/support/tutorials/

http://www.blenderguru.com/

https://cgcookie.com/learn-blender/

The tutorial series costs money I don't have.

http://www.blendernation.com/

Specifically, I think I'm going to stick to this playlist and try to get 100% through it before moving on:

https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

Thoughts on Blender as a place to start? Anyone have any other better learning resources (free)?

96c50e (1) No.21941>>21962

>>21934 (OP)

I do have 1 recommendation, youtube user MetalX1000 has one of the oldest and most complete programming and development channels, and has several playlist of blender game engine and blender render tutorials.

Here's his playlist of Blender Game Engine development with python, which will basically leave you ready to start your first project.

https://www.youtube.com/playlist?list=PLBD687C66079FA40F

But like I said, any question you might have about blender and related subjects like game development and programming he has probably made a video on.

Blender's documentation is notably crappy, with entire versions having no documentation whatsoever, so if you're not already a member of the http://blenderartists.org/forum/ and http://blender.stackexchange.com/ you're gonna have a bad time as soon as you can't find an updated tutorial on that one very specific thing.

Because of the bad retro-compatibility most of the stuff on YouTube is practically worthless now, but basically anything that uses a blender version 2.6 or newer should work more or less the same in the newest version.

Good luck and congratulations on making the right choice.


63e0c8 (42) No.21962

>>21941

Thanks anon, I have subbed that channel and will report in when I have something worthy to show off.


077ff7 (1) No.21979>>21980 >>22003 >>24427

File (hide): 1442526611762.jpg (54.1 KB, 364x500, 91:125, blenderforsausages.jpg) (h) (u)

If you happen to know German, I can wholeheartedly recommend this book. It was written by a Blender developer and really is complete (unlike many of the tutorials I saw online).

It starts by explaining what vertices, edges and faces are, so it's really something for beginners. It even explains the internal data-structures of Blender somewhat, so some weird things suddenly start making lots of sense.

It's awesome...if you know German.


63e0c8 (42) No.21980

>>21979

Nein. English and Japanese only. :/

Thanks for the suggestion though. I'll stick with that youtube tutorial for now, and check in with progress/ugly ass art.


64af53 (6) No.22003>>22004

>>21979

anyone know something comparable?


63e0c8 (42) No.22004>>22005

File (hide): 1442589732893.jpg (46.79 KB, 405x500, 81:100, 51KbzSPFSeL._SX403_BO1,204….jpg) (h) (u)

>>22003

This looks popular on Amazon, and covers 2.7 the newest version:

The Complete Guide to Blender Graphics, Second Edition: Computer Modeling and Animation 2nd Edition

http://www.amazon.com/Complete-Guide-Blender-Graphics-Second/dp/1482216639/ref=sr_1_1?s=books&ie=UTF8&qid=1442589600&sr=1-1&keywords=blender+2.7


64af53 (6) No.22005>>22011

>>22004

awesome, thanks!

for those who don't have 50 bucks to spend on a book, there's a torrent for it over at Kickass.


63e0c8 (42) No.22011

>>22005

Some of us are on networks that can't torrent.

MEGA cough cough


63e0c8 (42) No.22018

YouTube embed. Click thumbnail to play.

Watching the intro video now. I've already got Blender installed.

Curious how much Blender will support my Wacom tablet? :/

Politely saging my own thread.


63e0c8 (42) No.22021>>22052 >>22189

YouTube embed. Click thumbnail to play.

Basics on movement. I haven't used Blender in years and was never good anyway, so this is good review.

Would be nice to be able to "orbit" the object itself, and not some center-point as seems default. Found out here:

http://blender.stackexchange.com/questions/696/how-to-reset-the-center-of-rotation-of-the-3d-view-when-it-is-not-the-center-of

Use the period button on the ten key to reset camera back to the selected object. Nice. I'm sure there is somewhere in the settings to make the "orbit selected object" default, gotta find that later.

Camera movement with the 10-key is brilliant. Is that an industry standard?

He didn't mention it, but after hitting S to scale, I can hit X Y or Z to then limit it to that axis, like using the manipulators. Friggin brilliant.


63e0c8 (42) No.22022>>22052

YouTube embed. Click thumbnail to play.

Blender UI.

I don't have time to finish this one, so I'm going to just kinda gleam over it quickly and go back later for a more in-depth review.


7fa163 (96) No.22040

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #11 : Intro to Lighting & Rendering in Cycles #b3d

-How to allow material colors to display in a 3D viewport window.

-How to light a scene without any lights (world material)

-3 types of lamps: Point, Sun, and Area, and their differences

-using lamps with nodes, including how to change a lamp's falloff.

-How to render a scene

-How to switch to the camera's perspective in the 3D viewport

-How to 'Lock Camera to View' so that you can adjust/move the camera simply by orbiting/zooming/panning through the 'lens' of the camera.

-How to adjust the samples of the final render and the 'rendered' viewport shading mode to eliminate graininess.

-How to render to a new window (instead of a render taking over a current area of your screen)

-How to adjust the resolution of your rendered image size

-How to save rendered images.


7fa163 (96) No.22041

YouTube embed. Click thumbnail to play.

Introduction to the Cycles Rendering Engine

In this tutorial you will discover:

-The difference between the internal renderer and Cycles

-Some of the cool features of Cycles

-How to create your very first Cycles render

-Using lights, materials, textures and bump mapping

-How I made the donut scene


96104d (4) No.22042>>22048 >>22051 >>22098

Are those videos worth the time and effort? Need to get started with this myself since an artist isn't just going to materialize out of thin air.

What use is learning the ins and outs of blender's rendering engine if you plan on exporting models for use in a game engine?


ca9d88 (3) No.22048>>22050

>>22042

Models for games are actually rendered by the game engine, unkess you are making pre-rendered (effectively 2d apart from layering you can do) assets.


96104d (4) No.22050>>22053

>>22048

That's what I'm saying, I guess I should find tutorials geared towards modeling and texturing since the game engine is going to be doing all of the render work.


b6d877 (2) No.22051

>>22042

Learn substance


dec712 (1) No.22052

I'd love to get into Blender because this is literally the next step I need to take to proceed but the whole UI already fucks me up. It's almost like when I started programming but even more confusing because it's not even clear what's going to happen.

>>22021

>>22022

Hopefully these videos will help.


ca9d88 (3) No.22053

>>22050

Oh sorry I misread. Well you could render inside your art program to get an idea of what it may look like in a game, but considering you would probably get different results this has limited use.


96104d (4) No.22054>>22055 >>22076 >>22114

How does blender compare with Maya LT? The pricing is reasonable unlike the turbo jew full version.


ca9d88 (3) No.22055>>22120

>>22054

As with all software; skills > tools

Blender will produce good results if you can produce good results.

As for comparison, ignoring things like UI and the actual software itself and instead focussing on the results, in terms of exporting models useable by game engines.

Blender can do anything Maya can do.

Maya is probably better in terms of rendering in-program, but as nodevs we need models, and not much else.

It's also open source, so it's not even jew-lite.


b6d877 (2) No.22076>>22120

File (hide): 1442802040801.jpg (599.54 KB, 1022x1158, 511:579, 1434116773160.jpg) (h) (u)

>>22054

Both do pretty much the same. Obviously Maya LT has Unity/Unreal and Substance support which makes everything a lot easier. Once you learn the theory behind polygonal modeling and sculpting every application will be easier to learn so pick whichever you want. I use Maya at work and Blender for personal projects, I've also used C4D, Modo and 3Ds Max. I really like Blender's shortcut base workflow but overall Maya has the best UI and is the most intuitive of the bunch, at least in my opinion.


63e0c8 (42) No.22098>>22120

>>22042

Simply because Blender's default render engine is not as nice. I am shallow enough to be motivated by generating pretty pictures, and I come from a photography background, so getting the light correct early on is important for me.


faeeae (2) No.22114>>22120

>>22054

If i had a dollar for every time I got pissed by Blender, I could buy MayaLT... Saving your nerves will pay off in the long run.

double post maybe


96104d (4) No.22120

>>22076

>>22114

>>22055

>>22098

Thanks, I'll probably end up going with Maya since I plan on using Unreal then.


64af53 (6) No.22176>>22177 >>22178

are there any decent youtube videos where you learn while doing a small sculpt with the person? It seems like all the tutorials I found talk at you rather than doing something with you while teaching you the ins and outs.


faeeae (2) No.22177>>22180

>>22176

I like this guy because he comments everything he does. His videos are about general modeling/animation, which doesn't always works in game dev (especially his animation techniques), but, I've learned more from him than any other youtuber, only because of the way he is teaching...

https://www.youtube.com/user/aadigitalproductions/videos


63e0c8 (42) No.22178>>22180

YouTube embed. Click thumbnail to play.

>>22176

How about this one?


64af53 (6) No.22180>>22181 >>22313

>>22177

>>22178

oops, those are both awesome but I completely forgot to mention I was looking for Zbrush related videos.


63e0c8 (42) No.22181>>22184

>>22180

>ITT: Beginning 3D in Blender

Commit sudoku, anon. :^)


64af53 (6) No.22184>>22186

>>22181

sorry, I got shit sleep last night and totally ignored the "blender".

guess I'm a fag.


63e0c8 (42) No.22185

File (hide): 1443035716855-0.jpg (523.6 KB, 1192x1685, 1192:1685, blender3d-shortcuts-infogr….jpg) (h) (u)

File (hide): 1443035716855-1.jpg (1.47 MB, 3696x2613, 1232:871, blendervisualhotkeys.jpg) (h) (u)

http://www.cheatography.com/mikero/cheat-sheets/blender-2-7-basic/

Basics

Shift + A

Add menu

Tab

Toggle Object Mode/ Edit Mode

Selection

A

Select all / Deselect all

B

Border select

C

Circle select

Edit

CTRL + S

Save

CTRL + Z

Undo

CTRL + Shift + Z

Redo

Editing

G

Move

R

Rotate

S

Scale

E

Extrude region

Alt + E

Extrude menu

F

Create Face / Edge

LMB + Shift + K

Knife cut midpoint

Alt + M

Merge menu

CTRL + R

Loop cut

U

UV Mapping menu

W

Specials menu

Camera

NUM 1

Front view

NUM 3

Side view

NUM 7

Top view

CTRL + NUM 1

Back view

CTRL + NUM 3

Side view

CTRL + NUM 7

Top view


63e0c8 (42) No.22186>>22190

File (hide): 1443035880445.gif (3.37 MB, 388x388, 1:1, just like make game.gif) (h) (u)

T - Toolshelf menu on the left

N - Properties

>>22184

No worries man, just messin with ya. Go find some stuff on ZBrush and be productive today. Just like, make game! :)


63e0c8 (42) No.22189

>>22021

>Would be nice to be able to "orbit" the object itself, and not some center-point as seems default.

File > User Preferences > Interface tab > Check "Rotate Around Selection"

I wish this was default. -_-


64af53 (6) No.22190

>>22186

will do, I'd delete my posts but I imagine those anons responses will probably help somebody.


63e0c8 (42) No.22191

I'm just kind of documenting as I go along here. Polite sage of my own thread.

File > User prefs > Themes tab > Science Lab (noice)

File > User prefs > System tab > DPI. Default is 72, 76-80 is easier on the eyes


63e0c8 (42) No.22228

File (hide): 1443046130697-0.png (298.92 KB, 960x540, 16:9, smaples200.png) (h) (u)

File (hide): 1443046130698-1.png (467.06 KB, 960x540, 16:9, smaples10.png) (h) (u)

File (hide): 1443046130698-2.png (334.42 KB, 960x540, 16:9, smaples100.png) (h) (u)

File (hide): 1443046130698-3.png (243.56 KB, 960x540, 16:9, smaples500.png) (h) (u)

Lighting and samples test in a simple scene. Using the rectangle in the background as a light emitter with quadratic falloff using nodes. Learning all types of stuff. :D


63e0c8 (42) No.22229

To use OpenGL (AMD):

User Preferences > System > Compute Device Panel, and configure it as you desire.

500 sample image took 00:47.64 with OpenGL, 00:51.48 with CPU. 1.08 times faster with the GPU, I actually expected a bigger increase but I'm probably not optimizing it well or doing something wrong.


63e0c8 (42) No.22230>>22231

YouTube embed. Click thumbnail to play.

Realistic Lighting For Studio Renders In Blender Cycles

In this video I will going through how to use mesh objects to light a scene in blender cycles and how this can be effective when lighting a studio scene. I also show you how to create a simple vignette in the compositor using lens distortion and the blur node. I hope you enjoy it. This is a very useful way to easily light your scenes to show off your models that you have spent so long on. This is important as your scene can be ruined by just simply lighting your scene badly. If you enjoyed this video, be sure to watch my new 'Advanced Lighting in Blender' series. Simply by watching this series you will know how to light any scene effectively and is free to watch when ever you want.


63e0c8 (42) No.22231

File (hide): 1443049838590.png (614.25 KB, 960x540, 16:9, test.png) (h) (u)

>>22230

And here is my test image from that video. I didn't bother with the more advanced features he was doing with nodes and color balancing, etc.


bb177d (2) No.22304>>22311

File (hide): 1443142624544.jpg (163.57 KB, 1140x350, 114:35, 7d912f78031f2e9fe6871f5bbf….jpg) (h) (u)

>>21934 (OP)

There's a bunch of training videos on the Blender cloud, many of them free.

https://cloud.blender.org/training/


7fa163 (96) No.22311

YouTube embed. Click thumbnail to play.

>>22304

Awesome, thanks man.

Tonight we're modeling a snowman.


7fa163 (96) No.22312

http://answers.unity3d.com/questions/560663/blender-vs-mudbox-workflow-for-games.html

Answer by VesuvianPrime · Oct 22, 2013 at 12:49 PM

Deygus, a typical workflow for games:

1) Build your low-poly character in a modelling tool like Maya, 3DSMax, Blender, etc

2) UV map the character

3) Export the character into zBrush/Mudbox

4) Do your high-poly sculpting

5) Bake out the detail into a normal map

6) Apply the normal map to your low poly character


7fa163 (96) No.22313

YouTube embed. Click thumbnail to play.

>>22180

BTW, anon, have you seen what Blender can do in sculpt mode?


7fa163 (96) No.22314

S to scale, then Shift + Z to scale on the X and Y at the same time (so, s for scale, shift z for "not Z").


7fa163 (96) No.22318

File (hide): 1443158815107.png (389.68 KB, 960x540, 16:9, snowmen.png) (h) (u)

Snowmen.

Definitely feeling a little more comfortable in blender, I think I'm getting the workflow as I tried to follow him key for key (except I prefer CTRL C, CTRL V).


7fa163 (96) No.22319

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #4 : Saving & Recovery #b3d

In this video I cover the following topics in Blender:

1) Saving

2) Creating iterated saves

3) Backup .blend1 files

4) Blender's Auto Recovery Feature


7fa163 (96) No.22321

File (hide): 1443159778090.png (559.13 KB, 960x540, 16:9, wrongneighborhood.png) (h) (u)

You came into the wrong neighborhood.

Decided to mess around just a little with the limited skill set I have so far.


1d7e98 (1) No.22333>>22349

If only Blender devs updated the retarded UI, it would objectively be the best box modeling program on the market. Most of the hotkey function you wouldn't even have to touch, so the transition for blender vets wouldn't be that rough.


63e0c8 (42) No.22349

>>22333

I dunno, the UI doesn't bother me.


7fa163 (96) No.22435

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #5 : Intro To Edit Mode #b3d

In this video I cover the following topics in Blender:

1) How to use keyboard shortcut (TAB) and menu to switch between Object Mode and Edit Mode on a selected Mesh object.

2) The Three sub-object elements of meshes: faces, edges, and vertices.

3) Extruding (E) faces to create simple ('Minecraft') objects: I demonstrate how to model a chair.

4) Loop Cut and Slide (ctrl+R): How to create extra Loop Cuts. Loop Cuts add an extra edge-loop around your mesh in the desired location/direction, which allows you to add more detail while modelling.


7fa163 (96) No.22443

File (hide): 1443420579775.png (432.78 KB, 960x540, 16:9, low_poly_house.png) (h) (u)

Does 275 faces count as low poly?


7fa163 (96) No.22494

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #6 : Box Modelling a Cartoon Head #b3d

In this video I cover the following topics in Blender:

-Box Modelling [making an object starting from a cube]

-Rounding a cube into a sphere

-Edit mode (tab)

-Extrude (e)

-Loop Cut and Slide (ctrl+r)

-Inset Faces (i)

-Selecting Edge Loops

-Selecting Edge Rings


7fa163 (96) No.22499

File (hide): 1443505373150.png (250.59 KB, 960x540, 16:9, BUNNY02.png) (h) (u)

Mirror modifier wasn't too hard to figure out. I'd spend more time detailing the model, but it's only a tutorial.


7fa163 (96) No.22549

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #7 : The Mirror Modifier

In this Tutorial #7 I cover:

-How to prepare a simple character head odel to use with the mirror modifier

-How to add a modifier to a mesh object

-How to set up the mirror modifier to work best with your model (clipping, merge limit)

-What to watch out for while using the mirror modifier (moving/scaling rotating faces/edges/vertices near the mirror point), and how to use the Inset Faces tool at the mirror point to make the character's mouth.


7fa163 (96) No.22552

File (hide): 1443589095465.png (20.95 KB, 325x293, 325:293, clipping.png) (h) (u)

After adding the mirror modifier, click "clipping" to keep the two halves "glued" together.


7fa163 (96) No.22554

File (hide): 1443589395522.png (9.08 KB, 175x239, 175:239, Boundary.png) (h) (u)

When using "I" insert of faces, like for the mouth, make sure to uncheck "Boundary" to make it work correctly along the mirror modifier.


7fa163 (96) No.22555

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #8 : Smoothing & SubSurf #b3d

In this Tutorial #8 I cover:

-How to smooth objects using Smooth vs Flat Shading

-How to smooth individual groups of faces.

-How to add and use the Subdivision Surface Modifier

-How to work with the 'SubSurf' modifier to create both smoothness and hard edges.


7fa163 (96) No.22556

File (hide): 1443590870745.png (186.9 KB, 960x540, 16:9, BUNNY04.png) (h) (u)

Sub serf'ed the bunny and played with the model just a smidge.


7fa163 (96) No.22584

Blender 2.7 Tutorial #9 : Adding 3D Text #b3d

In this Tutorial #9 I cover:

-How to add a text object to a scene

-How to edit the text (what the text says)

-How to customize the text to make it 3D, beveled, rounded

-How to find installed fonts on both Windows and Mac computers and use any font of your choice.

-How to convert a text object into a mesh (alt-C)


7fa163 (96) No.22585

File (hide): 1443673066562.png (162.32 KB, 960x540, 16:9, justlikemakegame.png) (h) (u)


7fa163 (96) No.22614

File (hide): 1443745341587.jpg (6.25 KB, 320x152, 40:19, Homemade-Render-Farm.jpg) (h) (u)

Home-made Render Farm

https://www.blender.org/manual/render/output/video.html

An easy way to get multiple machines to share the rendering workload is to:

Set up a shared directory (such as a Windows Share or an NFS mount)

Un-check “Overwrite” and check “Placeholders”

Start as many machines as you wish rendering to that directory -- they will not step on each other’s toes.

Dropbox would make this super easy to do. Each computer has Dropbox installed along with Blender. Have it render directly to the Dropbox\blender\YourProject folder with placeholders. Each computer picks up a frame, renders it in its own time, and uploads it to the shared Dropbox. The slow ones falls behind rendering what they can, the fast ones skip ahead. However, that'll leave you with a bunch of frames that will still need to be rendered into video and I don't know how to do that yet. Adobe Premier is not cheap.

Could also be done with a home file server too:

How to Turn an Old PC Into a Home File Server

http://www.howtogeek.com/190835/how-to-turn-an-old-pc-into-a-home-file-server/

I set up a home blender render farm years ago as a proof of concept, but I hardly remember much about it. We got it working, but I never had a project that really needed the horsepower. I would use it today to render "cutscenes" because I miss FMV or game trailers I guess. It would be fun to know how to make my own home-made pixar-style "novelette".


7fa163 (96) No.22616

File (hide): 1443762211587-0.png (12.03 KB, 366x118, 183:59, modifyStack.png) (h) (u)

File (hide): 1443762211587-1.png (109.05 KB, 480x270, 16:9, test0057.png) (h) (u)

I had an issue where I had applied both a cloth physics modifier and a subserf modifier at the same time to the same object and it wasn't rendering the movement out in the animation. To fix it, I had to make sure the cloth was above the sub serf in the listing of modifiers.


7fa163 (96) No.22618

File (hide): 1443763108131.webm (246.78 KB, 480x270, 16:9, test0001-0080.webm) (h) (u) [play once] [loop]


7fa163 (96) No.22650

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial # 10 : Intro to Materials & Nodes in Cycles #b3d

In this Tutorial #10 I cover:

-How to Change between the 'old' Blender internal render engine and Cycles.

-The main benefit of using Cycles over the old Blender render engine.

-How to create a light out of any mesh object (emission material)

-How to add Diffuse and Glossy Materials to mesh objects

-How to add and customize a Mix shader

-How to create material nodes in the node editor window + how to set up a mix shader to combine both diffuse and glossy shaders.


7fa163 (96) No.22651

File (hide): 1443853329049.png (301.95 KB, 960x540, 16:9, shinyGET.png) (h) (u)


7fa163 (96) No.22652

YouTube embed. Click thumbnail to play.

Already went through this one, just reviewing it.


7fa163 (96) No.22673

File (hide): 1443888264324.png (65.17 KB, 658x463, 658:463, gmzJq.png) (h) (u)


7fa163 (96) No.22694

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #12 : Image Textures & Bump Maps #b3d


7fa163 (96) No.22695

File (hide): 1443911855641.jpg (141.09 KB, 700x700, 1:1, crackedDirt.jpg) (h) (u)


7fa163 (96) No.22764

Bump mapping

https://www.wikiwand.com/en/Bump_mapping

Bump mapping[1] is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface although the surface of the underlying object is not actually changed. Bump mapping was introduced by James Blinn in 1978.

Normal mapping is the most common variation of bump mapping used.


7fa163 (96) No.22765

File (hide): 1444105347791.jpg (365.85 KB, 1542x480, 257:80, compare.jpg) (h) (u)

Parallax mapping

https://www.wikiwand.com/en/Parallax_mapping

Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. Parallax mapping was introduced by Tomomichi Kaneko et al., in 2001.

Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the height map at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to parallax effects as the view changes.


7fa163 (96) No.22766

File (hide): 1444106090018.png (775.79 KB, 960x540, 16:9, dirt.png) (h) (u)

Lovely bump mapped dirt texture.


d430c9 (1) No.22771>>22779

anyone find it really hard to import 3d models with animations into certain game engines? the thing is they never tell you the specifications or how to actually rig the model to work with their engines. I've only ever got animations to work in unity and ogre.


6bbedb (6) No.22774>>22775 >>22778

File (hide): 1444118227820.jpg (15.17 KB, 255x170, 3:2, 1433800607899.jpg) (h) (u)

Alright. When it comes to modeling. Can I have one or two triangles for my model or should triangles avoided at all costs?

I feel like it would be easier to have a triangle than to just keep using quads and end up with a convoluted mess.


5edbac (1) No.22775>>22778 >>22783

>>22774

Triangles don't work well with subdivision modifier. If you don't use it, then triangles shouldn't be problem. Also, Unity(and I guess other engines too) converts quads to triangles anyway.


63e0c8 (42) No.22778

>>22774

I don't know too much about 3D at this point but I know you want to stick with quads.

>>22775

>converts quads to triangles anyway.

Correct. See: https://code.blender.org/2015/06/optimizing-blenders-real-time-mesh-drawing-part-1/


63e0c8 (42) No.22779

>>22771

>anyone find it really hard to import 3d models with animations into certain game engines? the thing is they never tell you the specifications or how to actually rig the model to work with their engines. I've only ever got animations to work in unity and ogre.

I was hoping not to hear this. I haven't attempted it yet but I'm kind of anxious to. I'm looking up guides to watch and attempt this later:

Exporting from Blender 2.70 to Unreal Engine 4

https://www.youtube.com/watch?v=TYmV-8Sc4mw

Blender to Unreal Engine 4 in a Nutshell

https://www.youtube.com/watch?v=aC1_m0VdKIY

Blender to Unity Tutorial - Import with Textures

https://www.youtube.com/watch?v=EeWw0CjH9wg

Blender Character To Unity part 1 of 2

https://www.youtube.com/watch?v=h8oI0n5kAIg


a0c8e2 (1) No.22783

>>22775

>converts quads to triangles anyway

I'm talking out of my ass a little bit cause i haven't done much modeling so far, but that is beside the point. Avoiding triangles is a rule of thumb to keep a good topology that you can add to and modify easily by modifying egdeloops and using other advanced selection/modification tools rather than grabbing random clusters of vertices and hope for the best. Also I heard it animates better.

But if it's a final shipping model, then I guess It's not gonna look bad because of the triangle if the triangular shape is supposed to be there


2d8c6b (6) No.22798>>22803

How easy is this to pick up if I was a solidworks wizard back in my highschool days?


7fa163 (96) No.22803

>>22798

>solidworks

You'll be a natural if you have any background in maneuvering in 3D space. Even being a fan of video games really does give you an advantage (you already know way more than you think you do).

Work through these tutorials in blender, they're pretty good. I'm liking blender so far. :^)


7fa163 (96) No.22805>>22808

Blender 2.7 Tutorial #13 : UV Mapping (Unwrapping for Image Textures)

In this Tutorial #13 I cover:

-How to mark seams (edges) on a mesh that will act as 'cut points' when unwrapping.

-How to 'unwrap' a mesh into the UV Image Editor window.

-How to select/rotate/scale/select vertices/edges/faces/islands in the UV Image Editor window.

-How to export the UV Layout to a line-only, transparent PNG image file.

-How to use Photoshop (or GIMP) to paint an image texture using the lines of the UV mapped faces as guidelines.

-How to apply a textures painted in Photoshop (GIMP) to a model using nodes in Cycles.


2d8c6b (6) No.22806>>22807 >>22809

Does blender work with .dds files? wut do

muh mount&blade mods


2d8c6b (6) No.22807

>>22806

apparently kebab can't into standard texture formats nevermind on all that

Bender is pretty rad


7fa163 (96) No.22808>>23602

YouTube embed. Click thumbnail to play.

>>22805

Embed didn't work.

I actually found this my first real screw up in Blender, maybe I'm having an off night. But I had to re-do this like 5 times to get it right. This is for Blender 2.76:

1. Tab to go into edit mode

2. Z to go into wireframe

3. Select 7 edges

4. Press T to bring up tool menu if it isn't already open

5. Click "Shading/UVs" tab

6. Click "Mark seam"

7. Press A twice to select all

8. Pull down a second window

9. Change it to UV/Image editor

10. In the Shading/UV tab, click Unwrap > Unwrap

You should have the T if you selected the correct edges. I'm only 6:00 minutes into this. -____-


7fa163 (96) No.22809>>22810

YouTube embed. Click thumbnail to play.

>>22806

>mount&blade

Like this?


2d8c6b (6) No.22810>>22811

>>22809

I actually just checked that out

I'm using m&b as a way to test the blender waters, excited to make an spear to begin with


7fa163 (96) No.22811

>>22810

Awesome, make sure to come back and post progress.


7fa163 (96) No.22812

YouTube embed. Click thumbnail to play.

Blender 2.6 Tutorial 24 - Rendering a Movie File

In this video I cover how to render a basic animation to a sequence of still images, then convert those still images (the image sequence) to a video file.


7fa163 (96) No.22813

File (hide): 1444199352139.webm (3.73 MB, 960x540, 16:9, AGDG2015.webm) (h) (u) [play once] [loop]

G'night everyone.


7fa163 (96) No.22882

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #14 : Intro to Animation


7fa163 (96) No.22885

File (hide): 1444370547643.webm (210.58 KB, 960x540, 16:9, JLMG0001-0055.webm) (h) (u) [play once] [loop]


2d8c6b (6) No.22893>>22895

>tfw friday and have nothing to do but cram

Let's do this


63e0c8 (42) No.22895

>>22893

Get on it man, I'm at work all day but I hope to stay up tonight and get some skills in. I'm hoping to quickly get to #18, then probably take a break from tuts to try a small mini project out.

Also, for reference for myself later:

7 Essential Resources & Tips to Get Started with Game Development

https://medium.com/@ZEEFcom/7-essential-resources-tips-to-get-started-with-game-development-d7379db2273b


7fa163 (96) No.22915

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #15 : Linking Objects (Parent/Child)

In this Tutorial #15 I cover:

-Linking one object to another by creating a 'parent/child' link.

-Creating hierarchies of linked objects

-Un-linking objects

-In preferences, disabling 'cursor depth' to allow the 3D cursor to be placed precisely

-Adjusting the 'Origin' (pivot point) of a mesh so that it rotates at the right point.


7fa163 (96) No.22916

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #16 : Joining & Separating Objects

In this Tutorial #16 I cover:

-How to join two or more meshes into one

-How to select an entire 'sub-object' within a mesh in edit mode

-How to separate objects

-How to reposition the origin of a mesh


7fa163 (96) No.22917

Blender 2.7 Tutorial #17 : Rendering a Movie File

In this Tutorial #17 I cover:

-How to render an animation to a sequence of images

-How to use Blender's Video Sequence Editor (like a video editor) to import an image sequence, and then export a video file

-How to set up Blender to export an .mp4 video file with H.264 (video codec) movie file with appropriate compression.


7fa163 (96) No.22918

YouTube embed. Click thumbnail to play.


7fa163 (96) No.22919

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #18 : Edge Slide & Vertex Slide

In this Tutorial #18 I cover:

-How to easily select Edge LOOPS and Edge RINGS

-How to use Blender's 'Edge Slide' tool

-How to use Blender's 'Vertex Slide' tool

-How spacing between edges matters to your final product - especially when using the subdivision surface modifier


5f5886 (1) No.22935>>22946

YouTube embed. Click thumbnail to play.

having a go at this one, been a while since I've used blender so it's going pretty slow.


63e0c8 (42) No.22946>>22947

>>22935

I will check this out, thanks for sharing. :^)


8b4e44 (1) No.22947>>22948

>>22946

it's all yours my friend :^)

I got fed up with blender about 2 minutes in and switched to Maya which I've been using for a few weeks already :^)


2d8c6b (6) No.22948>>22955

>>22947

>Maya

Any linux version links?


ccfe7e (1) No.22955>>22963

File (hide): 1444691347176.png (94.67 KB, 671x1031, 671:1031, a.PNG) (h) (u)

>>22948

Nope, sorry. I started that tutorial in blender and was just not feeling it and don't want to switch 3d programs again so I subscribed.

This is how far I got last night. The guy in the blender tutorial goes insanely fast but I was able to follow along in Maya easily. He goes through the full process of modeling, texturing, rigging, and animation, most of which I've never done before. Ideally I'll use these techniques with my own art style later on down the line.


7fa163 (96) No.22963

File (hide): 1444713411271.png (108.19 KB, 960x540, 16:9, man.png) (h) (u)

>>22955

Nice, don't change horses mid-stream. If you've already got some exp in Maya, stick with it. I followed along in that video about as far, results attached.

Notes

CTRL + TAB while in edit mode to quick select vertex, edge, or face

Select faces and press S, Z, 0 to "flatten" them like to the floor/ground


798e4f (2) No.22965

What's a free 3D modeling suite that's free and not Blender?


7fa163 (96) No.22981>>22987

File (hide): 1444780670539.png (743.94 KB, 960x540, 16:9, man01.png) (h) (u)

Came back and finished that video. My model isn't quite as nice but this was a good chance to come back and review all the skills I've been picking up so far. :^)


7fa163 (96) No.22983

YouTube embed. Click thumbnail to play.

Blender Character Creation: Texturing


056c97 (1) No.22987>>23016

File (hide): 1444791072520.png (183.87 KB, 1523x1049, 1523:1049, b.PNG) (h) (u)

>>22981

Nice, I didn't spend a whole lot of time getting the shape perfect either but started doing UV unwrapping. No idea what it's supposed to look like but I'm going from what looks ok. Unfortunately I won't get another chance to work on this until the weekend so the rest will have to wait.


63e0c8 (42) No.23016

>>22987

I like the way your model is going. I get a Bravely Default vibe from that character with that hat.

UV mapping is pretty new for me, so I am taking my time with the texturing video. Hopefully get some time tonight to make some progress and post an update.


798e4f (2) No.23027>>23028 >>23052

Can Blender export meshes to json and binary formats?


6693f2 (1) No.23028

>>23027

Download it and see. It's FOSS and gratis.

File exporting/importing is done via plugins, so you can write your own exporter if you know Python.


63e0c8 (42) No.23052

>>23027

Found this:

http://www.ogre3d.org/tikiwiki/Blender+Exporter

The script OGRE Meshes Exporter converts meshes and armatures from Blender to OGRE file format XML / binary mesh / material file). It supports the export of

mesh objects with vertex colours, multiple materials, UV textures and blend modes,

a multitude of material properties, most notably: ambient, diffuse, specular, emissive, UV textures with and without alpha channel, vertex colours, normal maps, two sided faces,

keyframe animations of armature actions as skeleton animations,

keyframe animations of relative mesh shapes as pose or morph animations.

I also found an export guide specifically for Second Life:

http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Blender

What are you exporting to? Like what is further down the pipeline?

And here is the Blender documentation:

https://www.blender.org/manual/data_system/files/import_export.html

Blender supports import and export to and from other file formats (e.g. OBJ, FBX, 3DS, PLY... etc).


7fa163 (96) No.23070

Tried to UV unwrap, I fucked this up somehow. Going to have to restart, but that's it for tonight.


7fa163 (96) No.23071>>23602

File (hide): 1444975579386-0.png (1.91 MB, 1920x1080, 16:9, sword01.png) (h) (u)

File (hide): 1444975579389-1.png (42.79 KB, 1024x1024, 1:1, swordUV02.png) (h) (u)

OK, screw that noise, I had to do a simple object and UV wrap it or I wouldn't get any dang sleep anyways.

Going to redo the man tomorrow and this weekend.


6bbedb (6) No.23165

UV-mapping hands are atrociously difficult.


63e0c8 (42) No.23243>>23257

File (hide): 1445354919521.png (545.47 KB, 960x540, 16:9, Claymore.png) (h) (u)

So it turns out swords are pretty fun. Working on a Scottish Claymore. :D


63e0c8 (42) No.23247


bb177d (2) No.23250

File (hide): 1445379934526.png (251.84 KB, 890x897, 890:897, 2015-10-20-162310_1920x108….png) (h) (u)

Forget Blender, MakeHuman is the way to go.


5857c3 (4) No.23257>>23271 >>23289

>>23243

Mind posting the model and UV map once you're completely done? I really want to give this a good texturing.


6bbedb (6) No.23266>>23267

Alright. So. I have my shit all UV-mapped in Blender. It's all neat and tidy..

What do you guys use for Texturing? Photoshop?


5857c3 (4) No.23267

>>23266

Photoshop for doing the color texture and Crazybump for everything else.


63e0c8 (42) No.23271

>>23257

Sure, although I am shite at UV at this point.


7fa163 (96) No.23289


7fa163 (96) No.23290>>23321

File (hide): 1445492905463.jpg (37.96 KB, 1920x1080, 16:9, claymoreRender.jpg) (h) (u)

Well, this is as far as I could get tonight, lads. G'night.


84ce6b (2) No.23291>>23382

File (hide): 1445494743577.gif (423.79 KB, 134x199, 134:199, 1441429914596.gif) (h) (u)

Alright, completely new to blender. I have a very simple objective that I've dumped together by half watching youtube tutorials.

I built a body using meta spheres, cleaned it up a bit, and textured it (twice, since I didn't know you have to manually save it which is fucking retarded). I snagged a head and edited to suit my needs. I imported the edited head into the body.blend. Part of editing the head was adding hair. Now, when I join the body and the head, the particle for the hair disappears completely. The only fix I saw was to disconnect the hair, but it still completely fucks off when I join them. Advice?

Also

>13,500 faces

That doesn't seem like it's going to go well. About 12,000 of those are from the head model that I took off the internet and fucked with. Is this going to hamstring me when I import it into Unity?


9d66f2 (1) No.23292

http://wintercroft.com/products/skull-mask-easy-to-make-and-perfect-for-halloween

I want this thing. I'm not going to pay 4.50 POUNDS for a .pdf, especially because these fuckers are so dickish that they also offer a mask that is identical to this one except three quarters of it have been cut off at the SAME DAMN PRICE, see here:

http://wintercroft.com/collections/masks/products/skull-half-mask

If it's just three quarters of the mask it should go for three quarters of the price, right? Does anyone have that .pdf, or failing that, could rebuild the thing?


7fa163 (96) No.23319

YouTube embed. Click thumbnail to play.

The Basics of Good Texturing in Blender

Blender tutorial showing you how to create your own realistic material and textures. Download the texture:

https://s3.amazonaws.com/blenderguru.com/uploads/2015/03/Concrete11.jpg

http://www.blenderguru.com/tutorials/basics-realistic-texturing/


7fa163 (96) No.23320

File (hide): 1445560909005-0.jpg (271.64 KB, 673x379, 673:379, before-after-comparison-67….jpg) (h) (u)

File (hide): 1445560909006-1.jpg (2.63 MB, 3072x3072, 1:1, Concrete11.jpg) (h) (u)

I remember getting frustrated when I first started learning Blender. Not because of the user interface (although that certainly didn’t help), but at how good everyone else’s materials looked online compared to mine.

I was downloading the same textures, and making the same type of models, but my materials always looked bad. There was no light interaction, no tiny bumps or shadows, and I had no idea why.

It would take me years of failing before finally discovering the answer: it’s all about the texture variations.

I made a tutorial on this topic a year ago, but it was a little long and used Crazybump. So I wanted to put the same lesson into a shorter easier to understand video.

…besides, since Cycles Material Nodes was voted as your #1 struggle for 2015 I figured another tutorial couldn’t hurt ;)


5857c3 (4) No.23321>>23323

File (hide): 1445565546382.png (638.76 KB, 1024x1024, 1:1, CLAYMORE_color.png) (h) (u)

>>23290

Thanks for loaning it to me. I've been on hold with a medieval fantasy type idea I had for a while, so doing some texturing felt good to make up for my lack of ability to model. It'll need some touching up, but it should look a bit better once rendered out.


7fa163 (96) No.23323>>23326

>>23321

No problem, do with it what you will. Glad to inspire, you have any concept work to show?


7fa163 (96) No.23324

File (hide): 1445577732057-0.png (1.74 MB, 960x540, 16:9, bump01flat.png) (h) (u)

File (hide): 1445577732058-1.png (1.8 MB, 960x540, 16:9, bump02bump.png) (h) (u)

File (hide): 1445577732058-2.png (1.84 MB, 960x540, 16:9, bump03reflection.png) (h) (u)

File (hide): 1445577732058-3.png (1.89 MB, 960x540, 16:9, bump04displacement.png) (h) (u)

Man, that was a good tutorial. Got all four stages working, flat texture only, bump map, bump plus reflection, and finally bump reflection displacement mapping. Whew, lads.


7fa163 (96) No.23325>>23330

File (hide): 1445578230811.png (4.49 MB, 1440x810, 16:9, bump04v2displacement.png) (h) (u)

Playing with a blue/orange light combo.


5857c3 (4) No.23326

File (hide): 1445618897728-0.png (239.97 KB, 316x768, 79:192, Blasphemer's Plates.png) (h) (u)

File (hide): 1445618897728-1.png (401.16 KB, 621x768, 207:256, Duelist's Armor.png) (h) (u)

File (hide): 1445618897729-2.png (219.11 KB, 334x768, 167:384, Heavy Plates.png) (h) (u)

>>23323

mostly just fucked around with drybrush edits of stuff. Dropping the detail level to the minimum from the original photo means I can better try to emphasize what's important about it. As far as conventional artwork, nothing, really. Just a bunch of pages of things I've written down about worldbuilding and locations and stuff.


2e498b (1) No.23330

>>23325

Looks nice, but add some fussiness around the edges of the light sources/spheres. If you were to just crop the picture to include only one of them, it looks like they're just filled in ellipses (I can also see the edges of the polygons too). There should be something that you can do.


7fa163 (96) No.23346

File (hide): 1445751401248.png (143.21 KB, 666x495, 74:55, subdivide.png) (h) (u)

To subdivide a plane:

1. Tab to go to edit mode

2. W to bring up menu

3. Subdivide

4. Press T to bring up the tool menu to select how far to subdivide it


7fa163 (96) No.23347

File (hide): 1445752005134.png (2.33 MB, 960x540, 16:9, jstone05displacement.png) (h) (u)

Wanted to do this again with a different texture.


7fa163 (96) No.23348

File (hide): 1445752730834.png (3.16 MB, 960x540, 16:9, jstone06displacement.png) (h) (u)

One last render before bed. G'night lads.


7fa163 (96) No.23349

YouTube embed. Click thumbnail to play.

Meh, can't sleep.

The Secrets of Realistic Texturing in Blender

In this tutorial you will discover:

-The fundamentals of texturing

-How to use CrazyBump to generate better textures

-How to make a realistic cobblestone material


7fa163 (96) No.23352

File (hide): 1445793221622.png (621.07 KB, 1362x728, 681:364, awesomebump.png) (h) (u)

AwesomeBump is a free and open source program written using Qt library designed to generate normal, height, specular or ambient occlusion, metallic, roughness textures from a single image. Additional features like material textures or grunge maps are available. Since the image processing is done in 99% on GPU the program runs very fast and all the parameters can be changed in real time. AB was made to be a new alternative to known gimp plugin called Insane Bump or commercial tool: Crazy Bump.

AwesomeBumpv4.0 for Win7/8 x32

https://github.com/kmkolasinski/AwesomeBump/releases/tag/Winx32v4.0


7fa163 (96) No.23353

YouTube embed. Click thumbnail to play.

AwesomeBump - Tutorial #3: Generating textures from image

This video shows how to generate - normal, height, specular and occlusion map from a single image using AwesomeBump software.


7fa163 (96) No.23354

This is a little confusing at first, but you get used to it really quick. Click on the 'Diffuse' tab, and drag your image into there. At the bottom (make sure the Diffuse tab is active) click on the checkbox labeled "Basemap to others" and then click the button that says Convert N to H. From there you can tweak the settings

http://blenderartists.org/forum/showthread.php?364529-AwesomeBump-A-free-alternative-to-CrazyBump


7fa163 (96) No.23355


7fa163 (96) No.23356

http://blenderartists.org/forum/showthread.php?366395-AwesomeBump-3-0-beta-released!/page4

In general, I have been doing the following:

Start AwesomeBump

Change to Diffuse Tab

Open a photo of, for example, a rock wall

Check the "Enable Preview" button

Hit the "Convert to N H" button

Un-check the Enable Preview button

Start tweaking.

Basically the processing should be as you described above.

Hope this clarified your doubts


6bbedb (6) No.23382>>23389

>>23291

You're supposed to retopo it with a lower polycount and add normalmaps. I unno. I think 12k isn't a lot of polys. I should check.


84ce6b (2) No.23389

>>23382

I figured it out. I have two new problems though. One is animation, but I just need to read more about that.

My other problem is that I imported my model into Unity. In blender, the two pieces came together and the head still had hair. No problem. As soon as I imported into Unity though, the hair went missing again. Is that something with Blender, Unity, or do I have to manually readd the hair using some gameobject, then child it?


7fa163 (96) No.23402

File (hide): 1446012527576.png (1.16 MB, 960x540, 16:9, awesomevscrazy.png) (h) (u)

I'm working through that texture video but also trying out AwesomeBump and CrazyBump at the same time. So far CrazyBump is miles ahead in usability.


7fa163 (96) No.23424

File (hide): 1446091238064-0.png (1.28 MB, 960x540, 16:9, awesomevscrazy1.png) (h) (u)

File (hide): 1446091238064-1.png (542.2 KB, 960x540, 16:9, awesomevscrazy2.png) (h) (u)

File (hide): 1446091238064-2.png (533.46 KB, 960x540, 16:9, awesomevscrazy3.png) (h) (u)

File (hide): 1446091238065-3.png (536.54 KB, 960x540, 16:9, awesomevscrazy4.png) (h) (u)

File (hide): 1446091238065-4.png (95.78 KB, 850x593, 850:593, Node.png) (h) (u)

Awesome Bump vs Crazy Bump.

I just dumped the raw image into both and exported them on default settings. Nothing modified or touched up before rendering. Node screen cap included.


7fa163 (96) No.23426

File (hide): 1446092725164-0.png (29.06 KB, 387x317, 387:317, displacement_load_location.png) (h) (u)

File (hide): 1446092725165-1.png (25.67 KB, 376x290, 188:145, Displacement_modifier.png) (h) (u)

Also used a displacement map. Add a displacement modifier, then load the material in the material tab, under the surface menu. Screen cap attached.


7fa163 (96) No.23427

File (hide): 1446094608789.png (2.92 MB, 960x540, 16:9, awesomevscrazy5.png) (h) (u)

Getting a little more used to AwesomeBump. Default on left, my first try at customizing on the right.


7fa163 (96) No.23517

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #19 : The Bevel Tool

In this Tutorial #19 I cover:

-How to access the bevel tool several ways in Blender's menus

-How to use the bevel tool to add 'fanciness' to a regular edge, face or vertex (adding an extra diagonal face)

-How to round an edge .

-Keyboard shortcuts for Bevel, and Vertex Bevel.


7fa163 (96) No.23518

File (hide): 1446444545152.png (16.96 KB, 301x319, 301:319, bevel.png) (h) (u)

Well, that was easy. G'night, folks.


7fa163 (96) No.23543

YouTube embed. Click thumbnail to play.

Enough yak shaving, I want to get through all 50 videos in this tutorial series before Bender 2.8 releases.

Blender 2.7 Tutorial #20 : The Inset Faces Tool

In this Tutorial #20 I cover:

-How to create an 'inset face' using both the 'old' (extrude-and-scale) method, as well as with the inset tool

-Why using the Inset Faces Tool is beneficial over using Extrude-and-Scale.

-How to control the result of the Inset Faces tool using options on the Toolshelf


7fa163 (96) No.23544

File (hide): 1446531463466.png (13.29 KB, 292x271, 292:271, insert.png) (h) (u)

That was pretty easy.


63e0c8 (42) No.23553

Multi-View Render

https://www.blender.org/manual/render/workflows/multiview.html

For this 5-minute guide we will take an existent .blend file that was made for monoscopic rendering and transform it in stereo-3d ready.


63e0c8 (42) No.23554

File (hide): 1446585767981.png (852.25 KB, 1920x540, 32:9, untitled.png) (h) (u)

Well, that was easy. :)


7fa163 (96) No.23563

File (hide): 1446619771582.png (1.86 MB, 1920x1080, 16:9, AGDG_render.png) (h) (u)

Fuggin' around.


7fa163 (96) No.23588

YouTube embed. Click thumbnail to play.

Introduction to Dynamic Topology Sculpting in Blender

The dynamic topology system in Blender allows for a much more organic, creative sculpting process. It gives you much more flexibility in not only how, but what you sculpt by not limiting you to the original starting basemesh.

When working with dynamic topology, Blender will automatically tessellate the mesh under your brush stroke to account for the detail needed. This gives you the ability to add detail anywhere you wish, create new forms, and work with a much more optimized polycount since the tessellations are localized.


7fa163 (96) No.23589

File (hide): 1446707039414.png (1.42 MB, 960x540, 16:9, alien.png) (h) (u)

Ugly as crap alien just farting around getting to know the tools. I used to play in Sculptris, so this is esp fun. I haven't re-topo'ed anything in forever though, and I remember it being a pain.


5b0a02 (1) No.23601>>23602

Does anyone have a comprehensive guide to UV mapping.

I just cant figure the freaking thing out


63e0c8 (42) No.23602

>>23601

Did you watch >>22808? Start there.

Do something simple at first, like the dagger I made in >>23071. Just a simple learning throw-away project. Start simple, grow out from there.


63e0c8 (42) No.23775

File (hide): 1447263251228.png (157.36 KB, 652x430, 326:215, bG4ER.png) (h) (u)

How to apply Matcap materials for sculpting in Blender 2.71?

Simple out-of-the-box matcaps that work with cycles:

http://blender.stackexchange.com/questions/16339/how-to-apply-matcap-materials-for-sculpting-in-blender-2-71

Adding your own gets quite a bit more tricky if you want to stay in cycles. You can download ZMT files here:

Welcome to Pixologic's MatCap Library

http://pixologic.com/zbrush/downloadcenter/library/

But I don't think Blender supports them natively. Couple work arounds:

http://blenderartists.org/forum/showthread.php?174790-ZBrush-matcap-in-Blender&highlight=matcap

http://blenderartists.org/forum/showthread.php?303899-SOLVED-matcap-in-cycles-with-nodes

http://terrance8d.deviantart.com/journal/Quick-Tip-Using-Custom-Matcaps-in-Blender-538588988

Might dig into the work-arounds at some point, but for now the quick and easy defaults should be more than enough for me.


7fa163 (96) No.23812

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #22 : Joining, Merging & Filling Holes #b3d

In this Tutorial #22 I cover:

-Why you might want to delete and 're-topologize' a section of a mesh

-Different techniques of how to fill holes in a mesh, utilizing tools including: merge, extrude, join, fill, subdivide, vertex coordinates

-How to flip the direction of a face (or recalculate the direction of all faces) in a mesh.


7fa163 (96) No.23826

File (hide): 1447451084478.png (54.86 KB, 837x663, 279:221, udemy.png) (h) (u)

I just launched a video course on the Unreal Engine 4 for beginners. I'm offering it for free to this subreddit for the next 24 hours! Just use the coupon code...submitted 18 hours ago by someguy1982

https://www.reddit.com/r/unrealengine/comments/3sm9ms/i_just_launched_a_video_course_on_the_unreal/

I dunno if this counts as shilling, but free is free. :^)


be349d (5) No.23990>>24018

Saving all the good resources here for when I get comfortable enough with coding to start working on assets. Can't wait to start modeling instead.


7fa163 (96) No.24018>>24089

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #23 : The Knife Tool #b3d

In this Tutorial #23 I cover:

-How to access and use the very powerful Knife Tool to create cuts (edges) on your mesh almost anywhere you want!

-Many features/tricks of the knife tool including: making multiple cuts, midpoint snap, angle constrain, and cut-through.

-How to use the knife tool to 're-topologize' your mesh.

>>23990

I'm kind of going the opposite direction, I'm working on learning how to make assets before I can actually like make game.


7fa163 (96) No.24019

File (hide): 1448239060330.png (38.3 KB, 501x504, 167:168, knife.png) (h) (u)

Ugly knife tool work. I'm thinking this might not b the best tool for game assets? Seems hard to UV.


6bbedb (6) No.24024>>24028

File (hide): 1448287036710.gif (1.26 MB, 400x233, 400:233, mashiro_reactions (62).gif) (h) (u)

I torrented Maya. Should I move from Blender to Maya? How's the rendering times? Is it shit? Is it easier to rig things in Maya compared to blender? Pros? Cons? How hard is it to learn?

CGfags halp.


63e0c8 (42) No.24028>>24034

>>24024

The advice I've heard more than once is that it really doesn't matter which tool you like, Maya, 3DSMax, Blender, etc. You need to know how the work flows more than knowing one piece of software inside and out.

Do you have the resources to learn Maya? Books, videos, etc? Try it out. Do you like it better than Blender? Will you continue working in it, or are you yak shaving?


6bbedb (6) No.24034>>24037

File (hide): 1448326331490.png (108.05 KB, 283x308, 283:308, 1446770466989.png) (h) (u)

>>24028

The camera navigations alone are disgusting. I've never felt so baffled and confused in my life.

I've been looking for ways to change the keyboard layout to be closer to Blender but alas, no dice.


7fa163 (96) No.24037>>24038

YouTube embed. Click thumbnail to play.

>>24034

Fugget then, stick with Blender. :^)

Blender 2.7 Tutorial #24 : Solidify #b3d

In this Tutorial #24 I cover:

-How to add and adjust 'thickness' to faces of an object using two different tools: The Solidify Tool, and the Solidify Modifier.


7fa163 (96) No.24038

File (hide): 1448347669402.png (520.4 KB, 960x540, 16:9, chest.png) (h) (u)

>>24037

Whew lads, time for bed. Glad to squeeze in a quick one tonight.


7fa163 (96) No.24056

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #25 : Symmetrize #b3d

In this Tutorial #25 I cover:

-How to use the Symmetrize Tool on a mesh you want to be symmetrical.

-The benefits (pros/cons) of using the symmetrize tool vs the mirror modifier


7fa163 (96) No.24057

File (hide): 1448429136165.png (49.6 KB, 777x395, 777:395, sym.png) (h) (u)

I like this better than the mirror modifier. I wonder what the best practices are contrasting the two.


7fa163 (96) No.24058

YouTube embed. Click thumbnail to play.

How To Unwrap A UV Sphere In Blender

In this mini tutorial I go over how to unwrap a UV Sphere for usage with Equirectangular maps and tilable textures as well due to it's seamless UV layout.

You can get the images of Earth from here: http://visibleearth.nasa.gov/


7fa163 (96) No.24059>>24063

File (hide): 1448431014310.png (1.45 MB, 1920x1080, 16:9, dnb_land_ocean_ice.renderT….png) (h) (u)

Wanted to learn how to properly UV unwrap a sphere in Blender. Decided to try out different sized textures since NASA provided them so readily.

720x360 vs 13500x6750. Quite a difference!


c5a430 (1) No.24063>>24069

File (hide): 1448477058913.jpg (104.23 KB, 898x606, 449:303, erff.JPG) (h) (u)

>>24059

daaaamn nigga where'd you find the 13500x6750 textures?


7fa163 (96) No.24069


7fa163 (96) No.24071

YouTube embed. Click thumbnail to play.

Cycles' Volume Materials

Here I just go over the new volume nodes available in the Cycles Render Engine, and how to make some pretty marbles using the Volume


7fa163 (96) No.24072

File (hide): 1448520667198.png (1.48 MB, 960x540, 16:9, marble01.png) (h) (u)

This was fun, I want to try and do all three of these.


be349d (5) No.24089

>>24018

I hope that goes well for you. I can butcher stuff together so I'm going to model primarily until that gets boring then switch back.


7fa163 (96) No.24197

File (hide): 1449035020317.webm (7.78 MB, 960x540, 16:9, marbles.webm) (h) (u) [play once] [loop]

This took forever to post because of three things:

1) Because this technique is CPU only and can't use the GPU without crashing randomly.

2) Because I originally rendered a 1000 frame version but it was too large to post in webm or MP4 on this board (over 8 MB limit) so I had to go back and re-render a 750 frame version.

3) Because turkey.

However I mitigated 1) by hosting a small render farm (my desktop, my wife's desktop, my laptop) which was sweet, even if it was the easy way (render the same exact file in the same exact version of blender with the same exact settings on three different machines all rendering to the same DropBox folder with "Placeholders" ticked and "Overwrite" un-ticked. Magic.


7fa163 (96) No.24222

Historical Poly Counts

http://www.gameartisans.org/forums/threads/23520-Historical-Poly-Counts

Half-Life, PC, 1998

Zombie -- 844 polygons

High Definition pack Zombie- 1700 polygons

Half-Life, Dreamcast, 2000-2001 (Canned)

Zombie - 1649 polygons

Half-Life, PS2, 2001

Zombie - 2822 (Highest LOD)

Quake, PC, 1996

200 polygons with 1 320×200 8bit texture using predefined palette.

Unreal Tournament, PC, 1999

Player model -- 800 polygons

Unreal Tournament 2k3, PC, 2003

Player model -- 3,000 polygons

GTA San Andreas, PS2, 2004

Characters -- 2,000 polygons with 1 256×256 8bit texture

NPCs - 1,200 polygons with 1 256x128 8bit texture

Gant bridge - 16,000 polygons, includes LOD


af8b52 (1) No.24427>>24436 >>24497 >>24829

File (hide): 1450066226744-0.png (234.96 KB, 1920x1018, 960:509, collectivetank.blend_4.png) (h) (u)

File (hide): 1450066226746-1.png (209.71 KB, 1920x1018, 960:509, collectivetank.blend_5.png) (h) (u)

File (hide): 1450066226746-2.png (210.9 KB, 1920x1018, 960:509, collectivetank.blend_6.png) (h) (u)

>>21979

I got that book since it was suggested here and it's great!

It's a bit boring since it explains pretty much everything but every piece of information is worth it.

So far I'm not doing too badly but everyone has to start somewhere.


833b3e (1) No.24436

>>24427

that tank is coming along quite nicely anon


63e0c8 (42) No.24497

YouTube embed. Click thumbnail to play.

>>24427

Nice looking tank anon! I'm glad to hear that book is as good as was promised. Wish I spoke ze german but I chose moon runes instead. Shikata ga nai na~. :^)

Blender 2.7 Tutorial #26 : Snapping & Removing Doubles

In this Tutorial #26 I cover:

-How to use snapping to snap to the grid on your screen

-How to snap to points on other objects

-How to use snapping in edit mode to help line up sub-elements and fill holes in your mesh

-Two ways how to quickly/automatically detect and remove duplicate vertices ("doubles"), where two vertices are in the same location.


7fa163 (96) No.24530

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #27 : The Boolean Modifier

In this Tutorial #27 I cover:

-How to use the boolean modifier in Blender to combine two objects in three different ways:

-Use one object to cut a hole in another object (difference)

-Join to objects (union)

-Keep only the portion of the mesh where the two meshes intersect (intersect)


7fa163 (96) No.24696

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #28 : The Remesh Modifier #b3d

In this Tutorial #28 I cover:

-How to fix a mesh with 'messy' topology.

-How to turn an entire mesh of triangles and nGons to only quads.

Options of the Remesh modifier for resolution and for different kinds of meshes

-How to use the remesh modifier to make any object look 'minecraft style'


63e0c8 (42) No.24822

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #29 : Pie Menus #b3d

In this Tutorial #29 I cover:

-How to enable Pie Menus in Blender 2.72

- 6 Different Pie Menus:

--Tab: Modes Pie Menu

--Z: Viewport Shading Pie Menu

--Q: Views Pie Menu

--ctrl-shift-tab: Snapping Pie Menu

--. (period) : Pivot Pie Menu

--Ctrl-Space: Gizmo Pie Menu

-Also, how to chance the keyboard shortcut for a pie menu


7fa163 (96) No.24824

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #30 : The Array Modifier #b3d

In this Tutorial #30 I cover:

-How to add the Array modifier to an object

-How to create a sequence (line) of identical objects

-How to create a grid of identical objects

-How to apply the array modifier so that all objects are 'real', and how to quickly separate all objects into separate meshes and correct all origins.

-How to use an Offset Object (an 'empty') to offset or curve a line or grid of objects.


be349d (5) No.24829>>24830 >>24834

File (hide): 1452888845311.png (798.86 KB, 960x540, 16:9, moonlightcityV1.5.png) (h) (u)

>>24427

Not bad a good texture could really make that.

I need to learn how to use a bumpmap program my textures come out like ass.


4c38d9 (1) No.24830>>24833 >>24834

File (hide): 1452893922557-0.png (131.04 KB, 960x540, 16:9, brokenayylmao.png) (h) (u)

>>24829

speaking of textures. do you know why mine aren't showing up in the render when it recognizes the material?


be349d (5) No.24833

>>24830

I'm not really able to tell based off that. Fuck with the settings and use the live render view to see what changes.


63e0c8 (42) No.24834>>24835

File (hide): 1452902170600.png (192.7 KB, 960x540, 16:9, monkies.png) (h) (u)

Didn't actually get to finish this tutorial the other night, did so this afternoon.

>>24829

Check out the Awesome Bump vs Crazy Bump posts above. Crazy Bump was easier to use out of the gate, but Awesome Bump is FOSS, so if you are the /tech/ type...

>>24830

Dunno, can you post the .blend and texture files?


be349d (5) No.24835

File (hide): 1452902643721.png (870.5 KB, 960x540, 16:9, moonlightcityV1.6.png) (h) (u)

>>24834

I used insanebump plugin for Gimp. It's janky so I need to learn awesomebump.

Got way too many "fireflies" I think they're called form having my area lights way too close to shit.


63e0c8 (42) No.24887>>24888

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #31 : The Bevel Modifier #b3d

In this Tutorial #31 I cover:

-How to painfully undo the bevel too, OR:

-How to use the Bevel MODIFIER to add rounded or chamfered edges to your model and easily undo beveling later if you choose! =)

-How to specify edges on a mesh that you would like bevelled.

-How to create and use vertex groups with the bevel modifier

-How to mark and clear bevelled edge weights

-How to make different edges on a mesh different types or amounts of bevelled.


63e0c8 (42) No.24888

File (hide): 1453242006902.png (41.18 KB, 977x563, 977:563, Bevel.png) (h) (u)

>>24887

Important to note the vertex groups and bevel edge weights get covered in this video.


63e0c8 (42) No.24899

YouTube embed. Click thumbnail to play.

Blender 2.7 Tutorial #32 : Proportional Editing #b3d

In this Tutorial #32 I cover:

-How to enable/disable Proportional Editing

-How proportional editing can trick new users in object mode

-How to change falloffs for different types of selections

-How 'Connected' mode in proportional editing can be useful when modelling something like a character's mouth.


63e0c8 (42) No.24900

File (hide): 1453335203803.png (53.3 KB, 652x647, 652:647, blender.png) (h) (u)

This is powerful shit right here.


7d1aba (1) No.24905>>24977

File (hide): 1453383683940-0.jpg (1 MB, 2111x818, 2111:818, 8series.jpg) (h) (u)

File (hide): 1453383683940-1.jpg (101.48 KB, 1600x1200, 4:3, 4.jpg) (h) (u)

File (hide): 1453383684079-2.jpg (185.21 KB, 1600x1200, 4:3, 6.jpg) (h) (u)

File (hide): 1453383684080-3.jpg (524.3 KB, 1600x1200, 4:3, BMW_840_Ci_Sport_front.jpg) (h) (u)

File (hide): 1453383684085-4.gif (97.78 KB, 1376x1416, 172:177, bmw-850-csi.gif) (h) (u)

I've been modeling this 8 series in maya, my only problem is that I have no idea how to curve edges but for the most part it's coming along just nicely


63e0c8 (42) No.24912

This thread is bump-locked, please go to the new thread:

https://8ch.net/agdg/res/24909.html

Mods, if you could lock this thread and let it slide off the last page, that would be lovely.


ee841f (1) No.24977

>>24905

Man, that car has a "every day you people do this shit" look on its face.




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