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KatsBits Blender Tutorials

KatsBits Blender Tutorials
Tutorials, training and educational resources for game making and development. Who needs school for game design when it can be done online!. Learn content creation, game art production, models, texturing, level design and more using Blender 3D. Using the Blender tutorials and training available below, learn how to use Blender 3D for content creation, game making, design and development. Pick up essential skills for properly optimised models, efficient level design and texture making. In-depth, extensive and unique explanations of methods and principles you won't find anywhere else, seriously! Blender modeling tutorials ^ Social & Virtual World tutorials ^ Texturing related tutorials ^ idTech editing tutorials ^ Modelling tutorials for gmax ^ VIDEO Tutorials ^ RtCW editing & miscellaneous tutorials ^ Trackmania Nation tutorials ^

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How to Create a Lightning Storm During this tutorial you will discover how to: Quickly model a detailed lightning boltMake an object disintegrateCreate light flashesAdd glow and glare effects in the compositor Last week I posted the how to create rain tutorial, and was surprised at the number of comments requesting lightning! I guess they go hand in hand or something? Anyway, it took me a while to get the technique nailed down, but I think I’ve finally worked out an easy way to create and animate a lightning storm within Blender. Screenshots from the video:

Game Character Creation Series: Kila Today we're extremely excited to welcome veteran 3D artist, character modeler and author, Antony Ward to the site as we launch an amazing new software independent tutorial series, for all you aspiring character modelers and game artists. Over the course of this extremely in-depth series, you'll learn the techniques and theory behind creating a stylized, high quality female character for modern games. Focused on traditional poly-modeling, rather then digital sculpting techniques, this series will help you build a solid foundation and a true understanding of the character creation process. With nearly 20 years of production experience in some of the game industries top studios, Antony offers invaluable insight into the various aspects of professional character creation.

Trainz/Creating Normal Maps with Blender Creating Normal Maps with Blender 2.5 for Trainz Assets[edit] Acknowledgments[edit] This tutorial was inspired by a number of discussions on the Trainz Content Creation Forum and the author's interest in creating normal maps for use in Trainz. Paul Hobbs discusses normal mapping in his excellent Blender tutorials[1] that can be found on his website. Org:Institute/Open projects/Apricot/BGELogic From BlenderWiki By Campbell Barton - aka ideasman42 Overview The game is separated into a number of blend files. characters, levels and props. Introduction to Rigging! The video is in three parts. Part 1 is above and Part 2 and 3 are below. In this Part 1 you will discover how to:

Making of Varga This tutorial is dedicated to AREA community. 1.Intro2.Game modeling workflows3.Tools used4.Workflow used for Varga 5.Final model You could also check the first part of this tutorial : Varga hair tutorial (low poly game character hair) Volumetric Lighting in Blender (VIDEO TUTORIAL) Want to impress the viewers with volume lights? Watch this tutorial to discover how to create godrays, light shafts, thick fog and other stuff related to volumetric lighting. 8 minutes 34 seconds and you’ll know the tools, I guarantee. You will know everything you need to add a cool volumetric something to your portfolio. Warning: The Volume Scatter is very GPU-intensive. rendering - Create HDR map from render? The Short Answer I'll post a new answer here because it seems that there is a good deal of confusion, and editing the existing accepted answer isn't the most optimal way to deal with this. The answer is that Blender is already scene-referred enabled by default.

Baking Ambient Occlusion, Color And Light Maps In Maya Using Mentalray In this tutorial you'll learn how to bake an Ambient Occlusion map, as well as a Color & Light map inside Maya using Mentalray. Ranjit will first guide you through the process of setting up and rendering the AO map using a character model for demonstration. In the second half of the tutorial, we'll switch over to an interior scene to generate our Light & Color map, also using Mentalray.

7 Ways to Get Rid of Fireflies In a Blender Render Fireflies are those tiny burnt out pixels, that ruin an otherwise great Blender render. But how to get rid of them? Here’s several tricks that I’ve picked up over the years… 1. Use Bigger Light Sources This is probably the #1 cause of fireflies.

Crafting A Detailed ‘Next-Gen Boiler’ – Part 5 Baking Maps In part five, you'll learn how to up-res the low poly model in preparation for map baking and how Zbrush can be used in conjunction with Maya to add addition detail and damage to the high-res model, an important step in creating detailed normal maps. Shray will also show you how to setup, bake and combine Normal and Ambient Occlusion maps using xNormal and how to construct the model's shader back in Maya. Project Overview: In this tutorial I'll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The tutorial will cover the entire process from Low poly Modeling to High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing.

Tone Mapping Your HDRI the Wrong Way (You’ll Love It) (The waves whisper Alisssss, Alissssss… Who the f#ck is Alice?) When it comes to defining high dynamic range imaging, Christian Block said it best. “High dynamic range imaging is a method to digitally capture, store, and edit the full luminosity range of a scene Blender 3D: du débutant au pro / exe Faire - Wikipédia livres ouverts pour un monde ouvert This tutorial will show you how to make an executable for your game made in Blender. Note: The methods listed in the "Windows" and "GNU/Linux or Mac OS X" sections work only for the operating system you are on when you create the file. To make it cross platform, use the "BlenderPlayer" method. Windows[edit] First create a folder that will hold all your game information. Name it something meaningful, like "Yo Frankie!".

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