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Tutorial Doctor

Blender for making Games?


46 posts in this topic

Wow! That is inspirational! I really need to know how to do UI elements, although I have taken some cues from games like Bioshock on how I can keep it simple yet good looking. 

 

I would love to see more posts on how people use Blender. 

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Maya Autodesk and zBrush are probably my preference for 3D modelling. Autodesk is great for animation, particles and fluids and zBrush is great for texturing. Of course with enough experience, it doesn't really matter. But if you're relatively new to either, that's what they're best for. I personally prefer Autodesk.

 

[u]zBrush[/u]

Franck_Zbrush_by_ced66.jpg

 

[u]Maya Autodesk[/u]

nondestructive_live_retargeting.png

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Just wait to see the improvements over Blender's GUI, more people will be capable of using all that Free Software power for their own projects ;D
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WKnKMVU.png

 

I've been getting into Blender a lot lately, trying to learn a little bit about every part of the program. Once you start looking for how to actually use it, you find that Blender is like an iceburg - there's even more underneath. It's incredible how much you can do with that program. I've heard the built-in video editor rivals editors completely dedicated to video editing!

 

Also, I've used the Blender Game Engine successfully on five One Game a Month Games (the other games were either board games or written in C++): Stack, Vision, Hint: Shoot, Gravity, and The Curse. Although it's essential that you know Python to make most things, the logic bricks are nice for doing anything simple very quickly (if you don't have to write a script, then don't write a script). It is really nice to have a smooth workflow like the BGE because everything is integrated. I'm used to pure C++ & compiler, so this was a very refreshing feeling!

 

Although the engine might not seem like much, once you use it you'll find it's very powerful & intuitive. At the very least you can use it to make very rapid 3D prototypes.

 

I've also been entertained by the thought of using it for a high-school level course on computer science, game development, 3D modelling, and animation. Everything is integrated & you can get results fast enough that it seems more like play and less like work, which would help students stay motivated.

Edited by makuto
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Just wait to see the improvements over Blender's GUI, more people will be capable of using all that Free Software power for their own projects ;D


I saw the petition Andrew Price made, but are they actually going to fix it? Perhaps not everything he suggested will work, but he has some good points.
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I just learned the basics of Blender to sculpt and animate a game character model. I found the animation part easier than the sculpting part. It wasn't an easy program to learn in any way! But once it is learned you can do great things with it.

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I saw the petition Andre price made, but are they actually going to fix it? Perhaps not everything he suggested will work, but he has some good points.
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Yeah, the last time I used max was in 2009, and it was relatively clean and light. I have no idea where they are now. I think too many companies are stockpiling features onto software. For instance, photoshop is so feature crazy that every tutorial on using it uses filters in some way to achieve effects, so it impossible to follow along in gimp. And they have integrated it with 3d packages and all.

I could never use all the features.

Andrew price was right about the interface though, it needs help. I saw his talk at the blender conference also (they shredded him) and they also had some good points.

The lack of consistency is a major thing.

I hope blender stays on the right track, and we don't get to the point where we refuse to upgrade from our beloved version.

Right now I am using the custom 2.7 version that has that BEPUIK plugin (not standard yet).
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Low Poly is popular these days so I started this game because of the style and the idea of game play has grown as I've designed the elements.

QcSipKb.png?1

 

All in Blender.

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I've been working with blender for many years now, it's probably not the tool that major companies use, but for us small developers it's a wonderful software. The community is very supportive and huge.

 

This is the project that I've been working on:

 

[VIDEO]http://www.youtube.com/watch?v=b-8JAR1zbIM[/VIDEO]

 

If you liked it subscribe and leave a comment! Thanks!

 

My Thread in the Blender Artist Forum

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Nicholas I am stuck at how to get character animation like you have. There. You have any tutorials? Can animation blending be done in blender? I am only using blender for the animating, then I have to export to the engine I am using.
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I can confirm that Animation blending can be done in Blender, both with skeletal animation, and with vertex morphing on top of that if you'd like(for facial movement and bulging muscles, anything that isn't easy with bones).

 

As far as exporting that, the engine is the one that does the blending usually as part of the shaders used when rendering.  So Blender's being able to do blending won't help with your engine directly.  But if you want to use Blender's game engine, then it will help greatly.

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There has been an interesting recent development.

For the last several weeks, Dalai Felinto has been working on Blender Cycles baking. For those unfamiliar with it, Cycles is a renderer for Blender (an alternative to Blender's traditional Blender Internal renderer) that provides a shader-like node-based material system, path-tracing, support for the Open Shading Language, and support for GPU acceleration of rendering using CUDA or OpenCL. Cycles provides excellent lighting using node-based lights, emissive materials, etc... However, the largest drawback for Cycles in game development pipelines has been the lack of ability to bake the various data out to texture maps. The work that DFelinto is doing is intended to fix that. It's still very rough, and very much in progress, but in the future we can look forward to being able to use Cycles' powerful capabilities to bake light maps, environment maps, normal maps, diffuse, etc... It's going to end up pretty powerful, I think.

As always with experimental and in-development Blender stuff, you can check out builds at graphicall.org; in particular, tungerz has a Win64 Cycles baking build here that is kept fairly up-to-date from DFelinto's git repo.
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Maya Autodesk and zBrush are probably my preference for 3D modelling. Autodesk is great for animation

 

That Zbrush model is awesome. I miss Zbrush! I have Sculptris, which can do basic stuff, but there is nothing in the league of Zbrush. I can only imagine the features they have in it now since I last used it. 

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As far as exporting that, the engine is the one that does the blending usually as part of the shaders used when rendering

 

Ahh, okay, thank you. I figured it was the BGE doing the rendering. I might look around for a plugin that could help with this. Right now the API for the engine I am using doesn't have many animation functions, so we have to hack stuff. Blending animations based on keyframes is proving a bit too much for the speed of workflow I am going for. 

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