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Blender 3D Tutorials

Blender 3D Tutorials

What To Know When Creating Next Gen Assets What To Know When Creating Next Gen Assets Posted by Aidy Burrows on April 23rd, 2015 | 64 Comments Written by Guilherme Henrique ● References ● When to use triangles ● Getting ready for sculpting ● Thoughts on retopology ● What makes a good UV unwrap ● Getting good normals from a bake ● Next gen texturing ● Resources (LOTS!) Do you wanna make your very own Gears of War? For a long time I had problems trying to do stuff for games e.g. When we are used to working on rendered stuff, making art for realtime processing seems like a whole new undiscovered world, and hopefully, for those who still are kinda figuring out how to make all the things work, today I’ll be trying to clear all the mystery! Hope you find it useful! The model I’ll be using to explain the main concepts of the workflow is a tombstone I recently did for a game I’m working on, here we’ll be going from modeling to loading the asset in BGE So take the kids out of the room and lets start! Yeah! Guidelines & Tips for low poly modeling: Pros:

Tutorial Hoarder's Dump / Collage of tutorials hoarded over time Greetings fellow Polycounters! I've had a stupid habit of trying to 'backup' nearly the entire supply of tutorials the internet has to offer, regarding game art, on my hard drive. In this thread I've tried to organize the unmanageable mess that I've made, into a somewhat readable/presentable form. Tried to pretty much post the most sensible ones that actually might make some sense out of context (most of them don't). That being said, if people approve of this thread, I'll consider posting my video archives as well that I've collected over the years. Also, I apologize beforehand if someones stuff is re-hosted and posted in this thread. Pretty sure most of this stuff is already general knowledge to a lot of active polycounters, so this is mostly aimed towards the newbies.. or something. I'm still in the progress of sorting out my folders. Here goes.NONE OF THESE ARE MADE BY ME Update Log: Update 1.. - Removed bad information. Added the following to their corresponding Pinterest folders.

Damian Lazarski Reducing seams In this section I will discuss the methods that can be used for reducing texture, shading, material and physical seams in UDK environments. Texturing principles In this section I will discuss the process of planning and designing the textures for your environment in a way that will allow you to hide the seams with ease. The first step for reducing seams in your environments is to divide the types of your assets into three categories; structural, mixed and organic. The type of texture information will usually dictate what solutions will be best at reducing the seams. When it comes to creating the textures, you might want to decide right from the start what type of texture you are trying to make. When you are making mixed textures you are not bound by any rules. When it comes to making organic textures, the rules are also more relaxed. Reducing UV seams: Naturally, keeping the UV charts of your objects welded is one of the easiest ways of removing texture seams. Trims Decals

[Technical Talk] - FAQ: Environment Modeling & Resources Good idea, awesome thread. Every enviro artist should know the basics of lighting. This type of knowledge crosses just about every platform and 3D app and its surprising how many people don't even bother. More advanced 3dsMax Lighting Tech Quick Railings from s There is actually a faster way but this way is more through. Advanced painter script, for paint scattering rocks, trees, bushes, garbage and for painting wire splines. Not so Quick Tips: - Observe, record and recreate: I can't stress this enough. You're in the business of recreating the world around you, how can you afford not to use some of the easiest reference available? - Have camera will travel: Don't just take it on ref hunting expeditions but keep it on you.

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