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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsBlender Tutorials, Tips & Inspiration
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Author Topic: Blender Tutorials, Tips & Inspiration  (Read 48940 times)
eyeliner
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« Reply #20 on: August 01, 2012, 07:37:16 AM »

I want to kiss you...


IN THE ASS!!!! Evil
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SolarLune
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« Reply #21 on: August 01, 2012, 08:40:43 AM »

I just finished a slightly less traditional Blender tutorial.

Video editing in Blender

Blender is a remarkably capable NLE, once you get through the UI and over the learning curve.

This tutorial will illustrate the basics, at the end of which you should be able to add a title screen to a movie, create a watermark/logo, add effects/transitions, perform cuts, manipulate audio and of course, render to video.

So if you are doing some video work, it could be worthwhile to check out Blender.

Yeah, Blender's really awesome. It does a LOT, and does it really well. It's getting popular now, which is good - more users = more support.
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Serapth
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« Reply #22 on: August 08, 2012, 08:52:07 AM »

I want to kiss you...


IN THE ASS!!!! Evil

... i'll take that as good news.... Wink
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eyeliner
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« Reply #23 on: August 08, 2012, 10:39:50 AM »

The amount of great tutorials you create is just awesome.

Thank you for them.
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« Reply #24 on: September 17, 2012, 06:46:51 AM »

Thanks For The Information here as avid fan of blender and low lvl tutor(to friends) of the program this is great to mention.
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« Reply #25 on: October 30, 2012, 05:40:59 AM »

Woah! WOAH! WOOOOAH!  Epileptic

Hold your horses! All of them!
I gotta check this out.
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kotogames
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« Reply #26 on: February 07, 2013, 11:56:16 PM »

Hi,

Here is a nice set of tuts: http://www.gryllus.net/Blender/3D.html

Koto
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team_q
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« Reply #27 on: April 03, 2013, 07:34:07 PM »

I need to go through these tutorials, so FIERCE.
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« Reply #28 on: July 22, 2013, 07:09:23 PM »

Miniludum dare means learning code and 3D in a day or two, found this guy extremely helpful (and better yet, up to date):
http://www.youtube.com/user/cgboorman/videos
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« Reply #29 on: July 30, 2013, 05:38:46 PM »

Glad to see this is here. I'm developing a 3D mobile game right now. We're currently rendering depth maps of 3D building architecture with the Node editor then converting them to normal maps in Crazy Bump for application to planes. I can maybe do a quick tutorial and post it here. It's been really useful thus far.

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« Reply #30 on: July 30, 2013, 05:53:59 PM »

What's the benefit over baking the normal maps in blender?
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« Reply #31 on: August 03, 2013, 10:17:30 AM »

I've tried to get that to work from the render context of the properties editor, but as I understand it that's more for baking sculpted detail into a model's UVs and less about the "render to texture" type of baking that 3DS Max and others can do. Creating the depth maps and putting them through CrazyBump works really well. As I think about it, maybe using nodes to render normal maps from depth information could work?
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Blambo
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« Reply #32 on: August 31, 2013, 01:32:04 PM »

I dunno where to go for this, but



If there's a simple solution, slap me in the head
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SolarLune
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« Reply #33 on: August 31, 2013, 03:38:54 PM »

Select the mesh, go to Weight paint, then select the bone with the right mouse button, and paint the errant vertex.

You could also go into edit mode, select the vertex, and assign it to the correct bone's group.
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clockwrk_routine
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« Reply #34 on: August 31, 2013, 03:46:57 PM »

for animation, each bone is assigned a set of vertices it influences, how much it influences the vertices depends on how much weight is painted for those vertices in relation to the bone selected.  In weight paint mode, you can select bones of the armature the mesh is a child of.

mostly likely you parented your object to your armature with automatic weights.  This happens to me all the time you can try two things:

- re-parent your object and armature and set automatic weights again and see if it works.  maybe reposition your armature a smudge before doing that. or...
- If I remember right, in blender, go into weight painting, select the bone(s) that will effect the vertices in question, paint weight over those trouble spots.

edit: what solarlune said
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Blambo
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« Reply #35 on: August 31, 2013, 06:53:08 PM »

Ah thanks guys, consider my head slapped.

I made so many modifications to the generated heatmap it was probably easier just to paint it myself.
« Last Edit: August 31, 2013, 08:17:08 PM by Blambo » Logged
CowMainia
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« Reply #36 on: October 08, 2013, 10:00:05 AM »

Does anyone know any good tutorials for UV mapping textures onto complex objects? I have some very complex models that need textures, and because I'm using Unity game engine I can't have just a material attached onto it. For some reason when I apply textures to it inside Unity it will just show the texture as one solid color. So I did research and it seems the only way to get it to texture properly is to UV map it in Blender, but I can't find any useful information besides one tutorial on how to do it with just a simple box inside Blender (I'm trying to texture a gun model with lots of polygons not just six).
Thanks in advanced if you could help.
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« Reply #37 on: October 09, 2013, 01:12:40 AM »

This as a general introduction
http://cgcookie.com/blender/2011/01/21/intro_uvmapping/

And this specifically for unwrapping a gun (not in Blender though)


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« Reply #38 on: October 14, 2013, 08:21:14 AM »

What's the benefit over baking the normal maps in blender?
Blender's normal map bakers are a bit ehhhh. And Crazybump does give some impressive results. You could also try XNormal and see for yourself which way you prefer.
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JohnyBGooD
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« Reply #39 on: November 14, 2013, 12:31:58 AM »

Check out this channel, it has good blender and python tutorials.   


http://www.youtube.com/user/goranmilovano/videos
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