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 Using Blender to Make Game Models Part 1
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Good. Finally blender hopefully won't be just sitting on my desktop now.

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Quote:
Original post by BlackReign
Good. Finally blender hopefully won't be just sitting on my desktop now.




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"If you've been into home game developement for any length of time you will see that many coders are in need of artists because their projects contain "programmer art", and that may be a Bad Thing™.

But it doesn't have to be that way."

I think it does. Knowing how to use a tool doesn't mean you can create art with it. In my experience coding prowess and artistic talent are generally mutually exclusive.

- Xavier

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Quote:
Original post by meink
I think it does. Knowing how to use a tool doesn't mean you can create art with it. In my experience coding prowess and artistic talent are generally mutually exclusive.

- Xavier


But knowing how to use the tool isn't a bad thing :). At the very least, your programmer art will be a little better.

This article is great though. I needed to learn how to use blender but let's just say the user interface wasn't too intuitive..

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With the new 2.37 release of Blender and it's transformation widget, moving, rotating and scaling is even easier than before.

I finished this sword tutorial(excellent by the way) in a matter of minutes.



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So, where is the secon part :) Which is more interesting! I have a real problem to understand how to UV map something in Blender, how to create materials etc. It would be nice to know what does the author intend to write about and how often he thinks to release updates. I hope he writes new articles fast enough to make the series worth reading.

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Wow, this is a great tutorial for a great program. How many parts will there be in this series of Blender tutorials?

Bring on part II! ;)

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Part 2 will be posted in a week or two. AFAIK, there are only two parts, but if he wants to write more, we'll post them.

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Wow, I just started using Blender about a week ago. This is perfect. I'm going to read it right away!

Here's a tutorial that shows how to do UV mapping:
http://biorust.com/index.php?page=tutorial_detail&tutid=85

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Great tutorial!! Makes me want to give blender a try!

/MindWipe

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Blender is a fantastic modeller. Here are some great blender tutorials. I especially recommend Greybeard's video tutorials!

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I was following the tutorial, but the shortcuts to make the sword appear shaded (rather than as lines) did not work, nor did the 'make face' procedure. I tried this from fresh installs both at home and at work.

Am I missing something really obvious? I've never used any software like this before...


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I don't try to memorize too many shortcuts. To make the model appear shaded, there's a little button at the top of the buttons panel. It defaults to wireframe and looks like a wireframe box sort of, just click on it and get a menu and click on the shaded box. I mostly remember e for extrude, b for box select, s for scale, r for rotate, and g for grab. I've made some really nice looking models with just that and the button menu's. I feel more comfortable with one screen and switching perspectives with the number keys, because I need that button menu a lot. Must be nice to have a memory.

I read through the article and enjoyed it, btw. Great that you put it on Gamedev. I think there's a lot of programmers that could be fairly good modelers with a little practice. Blender is so good for a free modeler and just keeps getting better and better.

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Wow, it was accepted! Thanks GameDev, that's my first tut
Anyway, now that version 2.37 is out I agree that it may need to be updated, I wrote it last summer and many new tools are available.
Also, with the new version I don't know if the .x exporter script works the same. I'm in class right now, but when I get home later I'll test things out and make sure it's all good.
I'll also make sure everything still works for part 2 before it gets posted.

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I tried the shortcuts and the buttons, but neither changed the appearance.

I did manage to get the face to close the bottom though - I had to do it as a number of separate, triangular faces, which didn't seem to be what the tutorial said (although it may just be me...) Perhaps these are due to changes in the new version of Blender?

I agree, it's a good tutorial - the focus on shortcuts as opposed to buttons isn't something I've seen before, but it makes sense given the talent amongst programmers, coupled with their lack of time.

I think a few other tutorial authors could learn a thing or two from this guy - great job!

Any idea what scope there is with Blender for creating animated 3D artwork? We're currently designing a new engine, and if Blender can cater to our model design needs, it would be perfect.


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Quote:
Original post by Zild
I was following the tutorial, but the shortcuts to make the sword appear shaded (rather than as lines) did not work, nor did the 'make face' procedure. I tried this from fresh installs both at home and at work.

The 'Z' key on the keyboard toggles between shaded mode and wire mode.
Once things get textured you can also use 'alt + z' to toggle the texture on and off in the window.
Which part were you trying to 'make face'? Maybe I can help out there with some more info.
Glad you liked the rest of it, though.



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Quote:
Original post by Zild
Any idea what scope there is with Blender for creating animated 3D artwork? We're currently designing a new engine, and if Blender can cater to our model design needs, it would be perfect.

Blender does animation and has a nice sequence editor built-in.
Are you looking to do FMV sequences, like intro clips, or are you talking about animating the models for in-game use?
The first one is easy, the second one I'm working on now.



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The plan was to use it to animate for in-game use. Thinking about it, we will need some FMVs too, but I'm not sure if we'd go about them with Blender or some other way. (Given the sci-fi nature, we may well be best off using Blender, in fact.)


Regarding the problem with the wireframe/shaded bit... I've been extruding just the vertices, when I wanted to extrude the edges (early on, at least). When extruding the vertices, you then have to go and make every face by hand!

When sticking the face on the bottom of the pommel (to close it), I still have to do it in three parts at least, when I thought it would make it all in one go. But I'll get by, I'm sure :P

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Quote:
In my experience coding prowess and artistic talent are generally mutually exclusive.


You are wrong. Both art and programming requires imagination. Art, in some aspects, is like programming: you have to follow methods and techniques to do good art (it's all around the place) and like programming it's all about practice.

However usually artists stick to doing art and programmers stick to write code :-). Personally i both like creating programing and doing art. Still, i'm better in code than in art, but lately i started paying more attention on how things are done. And i discovered that the ability to do good art isn't something you are born with, but something you can learn. All you need is will to do it.

However, in both cases you need imagination. And this, again, is something you can learn... personally i have a very rich imagination... i used to and i still read lot of books, stories, comics, watch movies, etc. Probably because of that...


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Quote:
Original post by badsector
Quote:
In my experience coding prowess and artistic talent are generally mutually exclusive.


You are wrong. (etc.)


I agree. It's my experience that people who are good at math and such often are very creative.


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Great Article!

Here's my sword:



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*Ponders how he might go about creating a scimitar...* :D


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Great article. Are the articles going to cover animation, game model formats, exporting, texturing, or any of the other fun stuff? Blender has quite a bit to offer.

cheers,

Bob

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Halfway down the trail to Hell...

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Quote:
Original post by Scourage
Great article. Are the articles going to cover animation, game model formats, exporting, texturing, or any of the other fun stuff? Blender has quite a bit to offer.

cheers,

Bob

The second part covers UV mapping and exporting the sword to the .x format.
I'd like to do one on animation next, if people are interested in that.


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