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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Serapth

Extremely detailed tutorial series on creating game graphics

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Good job :) These days people mainly do video tutorials which aren't the best for certain things so always nice to read a good traditional "paper" version. More people (programmers included!) should look into modeling as it isn't as hard as people think.

 

Anyway few things about the Blender part:

 

It would probably to be easier to start with going to edit mode and just moving the default cube (entire cube or the rightmost face) to the left 1 unit (holding CTRL snaps it to even units while moving) and deleting the rightmost face. But your way also works and teaches you stuff on edge loops and selection. You should probably talk about Z toggling between solid and wireframe display modes you can also choose in the drop down menu as talking about an additional X-ray mode might confuse some people.

 

 

 

 First we want to make sure that the pivot is also at the origin.  You can also do this in the 3D View Properties ( N ) panel.

 

I'm not sure what you mean here. Your image shows 3D cursor location. Anyway, mirror modifier uses object origin as the mirroring point and 3D cursor location or pivot center do not affect the way mirroring works. One thing I think you missed is enabling "Clipping" option so you can't move vertices to the wrong side of mirror axis or tear them away from x=0 location accidentally.

 

Anyway good going and I'm sure your tutorial from "non-artists viewpoint" will be useful to many out there. :)

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Hi Shadow, thanks for the feedback.

 

I actually discuss the xray feature in the section on setting up the reference images.  You are right about using the default cube would have probably been easier.  Thing is, the very first thing I do when I install Blender is erase the default content ( cube/light/camera ) and save preferences. smile.png

 

 

You are absolutely right about the mirror modifier not using the 3D cursor, but I've found the modifier extremely problematic if not done about the origin, it might be overkill, but it works consistently.  Otherwise it just seems to be somewhat buggy.  I should note in the comments that this isn't required, ditto about the clipping ( oops ).  I've updated the tutorial accordingly.

 

Thanks again.

Edited by Serapth
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Hi,

 

I just wanted to give you a thanks for sharing your work in bridging the gap between coding and using graphics programs such as Blender.  For the heavy coder who lacks art skills in 3D programs, what you are providing for insight is exactly what they need to make fun, functional games that they make also shine in the visual area. 

 

Thank you!

 

Clinton

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Alright... finally done with the modelling portions, now that Part Four is up.

 

 

I kept the model intentionally low polygon so it can be used in realtime 3D games or as we will eventually see, be used to render a sprite sheet.  The topology is pretty solid, so it is fairly trivial to add detail.  Hopefully much later along I will cover creating a high detail version for creating normal maps.

 

 

Attached is the end result of our modelling process.  The Blend file is included at the end of the post.

 

 

We are just slightly over 500 triangles, a reasonable budget.

 

 

Next we move on to texturing.

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The tutorial is FINALLY complete.  It's 21 parts in the end, and covers everything you need to know to begin making 2D and 3D game art using Blender, even with zero prior experience.

 

There is now a table of contents so start there.  Hope you enjoy it.

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Nice to see that you took your time to help others who are having problems with making art for their games.

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