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877268 Posts in 32853 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 02:42:47 AM
TIGSource ForumsDeveloperTutorialsBlender Tutorials, Tips & Inspiration
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Author Topic: Blender Tutorials, Tips & Inspiration  (Read 10107 times)
jotapeh
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« on: December 13, 2011, 01:56:10 PM »

I figure we need a collated thread for all the neat tips and such popping up across TIGS and maybe some external resources as well. I'm guessing our purposes here on TIGS will primarily focus on low poly stuff for games, so I'm going to focus on that.

I'll try to organize properly for your ease of browsing and clicking... Credits given to authors where known.


Tutorials found here on TIGS (say thanks to the authors!)

Hawt Koffee - Sharp Seams Quick Tut
xrabohrok - Unwrapping Tutorial
SolarLune - Python and the Blender Game Engine (not really modeling related but blender and game related!)
Rock D - Rendering 2D Isometric Sprites with Blender


Tutorials found elsewhere

It's good to check out Polycount as they are also focused on 3D game assets. There's lots of cool stuff there in the forums.

Blender Cookie - craploads of tuts but not game focused entirely.

Peter (PXStriker on YouTube)- Massive Blender Tutorial (Low Poly) - This is quite comprehensive so I'll list out the parts of it.

Chapter 1 - Part 1
Good intro to Blender basics.

Chapter 2 - Part 1
Shows the process of modeling a generic low poly character.

Chapter 3
Making simple hands

Chapter 4
Head and hair modeling.

Chapter 5
Combining meshes (head, hands) - attaching the body pieces.

Chapter 6
Texturing. Covers UV Unwrapping, texturing, neglects to mention how to turn off shading (see Chap Cool

Chapter 7
Rigging and posing, or how to animate your low poly dude

Chapter 8
Quickly goes over how to make textures look good without shading (should be watch in conjunction with Chap 6)


Blender Cookie - Rigging a Character in Blender 2.6  (handy for the new interface)


Celsius Game Studios - Modeling a Low-Poly Tank

KatsBits - Why To Always Use Powers of Two

Unity Blender Support - USE THIS SCRIPT IF YOUR MODEL COMES OUT WHACKED IN UNITY - http://forum.unity3d.com/threads/62583-Blender-2.5-support


Inspiration - Showcases, Workshop threads

3D Thread in the Art Forums - http://forums.tigsource.com/index.php?topic=4960.0

Tor@noko - http://forums.tigsource.com/index.php?topic=23138.0
thatshelby - http://forums.tigsource.com/index.php?topic=23526.0

Polycount's Low Poly 'What Are You Working On' Thread - http://www.polycount.com/forum/showthread.php?t=41232

« Last Edit: February 18, 2012, 08:46:43 AM by jotapeh » Logged

Dragonmaw
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« Reply #1 on: December 13, 2011, 02:04:08 PM »

Stickied.
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Hawt Koffee
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« Reply #2 on: December 14, 2011, 06:16:30 AM »

I'll certainly be contributing to this
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eyeliner
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« Reply #3 on: December 14, 2011, 07:04:13 AM »

The only downside is the retarded mentality of the dev team to change the thing's layout, immediately making some tutorials obsolete unless the authors revise them.

Which never happens.
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jotapeh
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« Reply #4 on: December 14, 2011, 07:58:52 AM »

@Hawt Koffee Looking forward to more from you!


@eyeliner Having seen the 2.49 layout and the current one, I can tell you I wouldn't have learned Blender if not for the cleaned up interface. I don't think it's retarded at all. I've learned a ton in the past I think 2-3 weeks of trying out Blender.

Still I can learn from the 2.49 (and lower) blender tuts, once you learn the basic 2.5+ interface it's quite easy to interpret what they're doing. The options are in a different spot, sure, but they aren't too hard to find.
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eyeliner
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« Reply #5 on: December 14, 2011, 08:46:39 AM »

My wording might have been a bit harsh. I still dislike the constant changes, though.

Either way, I don't like it very much, so I'm a bit biased.
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anonymous
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« Reply #6 on: December 14, 2011, 11:32:20 PM »

Oh hey there's my name-o.
I was doing some lurking on polycount and saw this posted:

and here for a download of the gam
I was wondering if anyone knew how he got his gfx pixelated or what tools he's using.  are the models just really tiny and small viewport? [does that make senso]
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Kramlack
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« Reply #7 on: December 15, 2011, 02:59:04 AM »

Granted I didn't play the game, voxels come to mind?
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eyeliner
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« Reply #8 on: December 15, 2011, 03:10:05 AM »

The text hurts the eyes so much I think I read "Press X to to travel in time" WTF
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« Reply #9 on: December 27, 2011, 10:33:02 AM »

Would a rigging tutorial be useful to anyone?
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A picture is worth a 1000 words, so naturally they save a lot of time.
anonymous
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« Reply #10 on: December 27, 2011, 05:43:38 PM »

yes.

I understood creating armatures, to some degree, I just never understood how more complicated rigs were made
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thatshelby
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« Reply #11 on: December 27, 2011, 05:49:49 PM »

Would a rigging tutorial be useful to anyone?

Yes please.



It's hard to have to 'translate' these tutorials into the new interface. I can't figure out how to do a knife cut, the one where you drag it.
« Last Edit: December 27, 2011, 08:14:06 PM by thatshelby » Logged
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« Reply #12 on: January 06, 2012, 12:26:49 PM »

I have a few Blender tutorials that might be of some use:


Insetting polygons, creating holes and aligning vertices.  A general hodge podge of things that are kinda annoying/un-intuitive to accomplish in Blender.


Creating hotkeys in Blender


Navigating/customizing the Blender interface  although frankly you probably need to go straight to the YouTube HD version, as it was encoded at 1080p.  Let's just say, creating and and merging windows in Blender is... unique.


And for a small number of you that are interested in building Blender from source code, these cover the process.  Text version and video version
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SolarLune
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« Reply #13 on: February 18, 2012, 06:54:40 AM »

Just created a tutorial about utilizing 2D sprites in the Blender Game Engine. Not sure how many people'll find it useful, but someone requested it, and it hasn't been covered before very much, so there it is.
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keo
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« Reply #14 on: April 08, 2012, 10:52:24 PM »

@solarlune was just about to ask Smiley Thanks great tutorial.
Edit: had a problem where the image was antialias-ing, with mipmap turned off but remembered that the image size should be a power of 2.
« Last Edit: April 08, 2012, 11:49:04 PM by Beau Buns » Logged
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