BenSimonds.com 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:
Blender Time 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). 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. I've been granted editorial access to the Polycount Wiki, so I'll be spending my weekend organizing stuff there. Added the following to their corresponding Pinterest folders. Videos: Baking and Bases
DVD training 7: Blend & Paint - Blender Store Created by David Revoy, art director of Sintel and author of the Chaos and Evolutions training DVD. On this DVD training - with over 2 hours of videos - David Revoy explains step-by-step his 3D paint-over techniques. De training starts with an introduction to Blender 2.5, to provide 2D artists with not much 3D experience a quick overview of the key features of Blender. It introduces the basics of the UI, modeling meshes and setting up light and rendering. The main theme of this training is to end up with a big high-detail 6K picture of a science-fiction environment, with space ship, a city, plants and trees, and several characters. For this training, a basic knowledge of Gimp and digital painting is recommended. Over 2 hours of videos of 1280x720, 30fpsShort, concise steps, commented with english labels (no voice-over).Uses Blender 2.5+ - Gimp-painter 2.6+ - Mypaint 0.9+ Licensed as Creative Commons 3 AttributionWatch the trailer in YouTubeDVD contents Available Options:Training:
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. Normally, you may think of organic assets as objects that have irregular shapes, such as rocks or trees. 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: Trims Decals Emissive
Blender: some useful default settings « blair willems As this is now two years old, I have rewritten this article for Blender 2.69. When you first install Blender, it is generally set up pretty well with options enabled that allow new users to familiarise themselves with Blender quickly. Over time however, I have found a few small tweaks to make to the default set up, so that each time I start Blender, or create a new blend, everything is configured how I prefer it. This post will go through each one of these options, and explain what they do and why I opt to use them. Getting Started First of all, open up Blender as you would to start a new project, don’t make these changes with a project open, or saving the default settings at the end will include your current project, and boot this every time you open Blender. If you’ve never changed your default options, Blender will look something like this on startup User Preferences First I will cover some changes to the User Preferences. Interface Tab Zoom to Mouse Position Rotate around Selection Undo Save
[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.
The Secrets of Realistic Texturing In this tutorial you will discover: The fundamentals of texturingHow to use CrazyBump to generate texture mapsHow to make a realistic cobblestone material I realized that there aren’t too many tutorials out there that explain the different texture types. Diffuse, normal, specularity, displacement, occlusion. WHAT DO THEY MEAN!? Well in this tutorial I cover exactly that. We’ll be creating our own versions of those texture types using a base image, then using those textures in Cycles to create a realistic cobblestone material. Finished Result This tutorial covers how to create the cobblestone street material. Download the Finished .blend Download the texture used in this tutorial Text Version Not a fan of videos? Most people are taught that in order to texture something all you need is an image. The light doesn’t interact with the bumps in the texture, nor the gloss. A better method is to generate a normal map, specular map, occlusion map and displacement map. Adding a basic texture in Blender 1.
Home River Side Details Category: Dossiers Published on Thursday, 06 March 2014 12:07 Good news ! My project "River Side" has been awarded on the great 3DTotal site. See the 3DTotal publication here. 3DTotal also asked me to write a making of for this project, you may discover it here. See all the images here Cyber Destiny - Repairing GrandMa Published on Thursday, 06 March 2014 11:57 Bored by doing archviz I decided to start a new series called "Cyber Destiny" including some bot characters which should be familiar for some of you. As usual everything has been modeled with BlenderRendered using Blender to Octane integrated plugin with direct lighting diffuse modeThe first image was rendered in 3840x2400 in about 8 hours See all the images here Another good news ! My project "Cyber Destiny" has been awarded on the great 3DTotal site. See the 3DTotal publication here. Car was ... Published on Tuesday, 27 August 2013 10:30 See all the images here Painter loft Published on Saturday, 27 July 2013 10:51 Hi,
» Procedural Stippled Finish You might have noticed the stippled finish in the background wall I used for my last scene. Stippled finish paint was very popular back in the eighties, so I created this material to get an old fashioned feel that would fit the vintage hardware portrayed in the scene. For the creation of this material I relied solely on procedural textures, so I have decided to release it as part of my Surface Knowledge series of fully procedural materials. As you can see in the screenshot below, the node setup is fairly simple compared to some of my other procedural materials: And here is the .blend file so you can freely use this material in you project: Tiling in this file is optimized for GPU rendering, so you might want to adjust tile sizes in the performance section if you are rendering on the CPU. That’s all for now.