Game art & low poly content creation tutorials

Blender 3D, modelling and modding, level design and texture making tutorials, resources and downloads.

Easy to follow text and video tutorials on creating game art, modding, Blender modelling, 3D modeling, level design and texture making. Unique explaination of methods and principles you won't find anywhere else!

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Featured Tutorials ^
Renderbump and baking normal maps from a high poly models using Blender 3D
Baking normal maps with Blender 3D

Most modern games use normal maps and luckily for Blender users the program has a native abilty to render bake them from high resolution meshes...

Importing Google SketchUp files directly into Blender 3D without converting
Importing Google SketchUp files into Blender 3D

This tutorial discusses how to import files from Googles free 3D modelling application, Google SketchUp, into Blender 3D to allow further editing as part of the overall content creation process...

VIDEO Tutorials ^
View the latest YouTube video tutorials
Baking terrain ambient occlusion maps - Blender 3D
Baking an AO map using Blender 3D

Baking ambient occlusion maps for terrain models are a useful way to add depth to texture work. Learn how with this AO baking tutorial using Blender 3D...

Creating tracks (track editing) for Trackmania Nations - Forever

Learn the steps you need to know to start creating brand new custom tracks for Trackmania Forever, with the new 'Simple' editing mode it's easy to get up and running quickly.

Using Blender 3D's Automatic IK system for game animating

Short tutorial (modelling tip) running through the results of using Blender 3D's 'Automatic IK' system and how it effects the movement of individual bones and bone 'chains'.

Video tutorials - Series 1; 14 part video tutorial

This series of Blender 3D video tutorials runs at almost 3hrs worth of footage (no audio). Essential veiwing for current BlenderHeads looking to do low poly modelling or modders new to modelling wanting to get to grips with some of the techniques of using Blender 3D.

Quick guide to using Blenders Retopo(ology) Tool
Blender 3D retopo tool

The Retopo Tool is a quick and clean way to rebuild low poly meshes from higher resolution objects. This quick guide to using Retopo runs over the basic process of using the tool, getting you up to speed relatively painlessly, it's a valuable and handy skill to know!.

The best way to create spiral stairs VIDEO and text tutorial

Generally regarded as one of the trickyest constructions to make when level editing. Follow the video and read the accompanying tutorial and make professional quality steps in no time!

Trackmania nations editing video tutorials

Short text and image tutorial explanations to accompany the short video tutorials on how to create some of the lesser known and undocumented basic track shapes seen and used in Trackmania Nations; circle, oval, crosier and double circle... These basic track sections form the basis upon which further track editing can take place.

Blender3D, game and interactive 3D modeling tutorials ^

The following tutorials cover the use of Blender3D in creating modelled content for games as well as other general 3D related subjects. Currently Blender is on v2.4x so although these tutorials were written with v2.3x in mind the general principles should hold true as they don't make use of any specific 'features' not currently present in the application.

Exporting models from gmax as *.obj using a Max script
Exporting models from gmax

Using a gmax Max script it's possible to export models out from gmax as *.obj files. This tutorial discusses the few steps that need to be taken in order to do that...

An alternative use for Blender 3D 'Sculpt' Tool

You don't always need to 'sculpt' with Blender 3D's sculpt tool, it also comes in handy as a quick way to manipulate a mesh to make it 'wonkey'...

UT3 editing, Blender 3D and smoothing (smoothgroups)

Using Blender to create custom models for Unreal Tournament 3 presents a few problems, one of which is how to get smoothing (smooth groups) to work on mesh. This tutorials explains two processes that work to varying degrees to give a model the appearance of being smooth grouped.

Using brush based terrain for Mega Texture terrain

A tutorial explaining how level designers can and will be able to use brush or patch mesh based terrain in Mega Texture games.

Blender 3D setting up the Python Path

Although most scripts that run from Blender - either included when you install the application or 3rd party scripts created or downloaded - don't necessarily need the Python API to be installed you may, during the course of using Blender 3D, find that a number of the more 'complex' Python *.py scripts don't run reporting various 'runtime' errors...

Getting custom models into Doom 3 - pt.1

When you first try messing around with Doom 3s built in editor it seems quite clunky and difficult to find where things are it's changed since Q3Radiant (the Quake 3 editor), one of which is loading models into Doom3Ed...

Converting models from *.gmax to *.max

If you're thinking of creating 'static' map objects for Doom 3 (doorways, crates etc.) they need to be in one of two formats; *.ase and *.lwo. Animated objects and characters in the Doom 3 use the propriatory MD5 format...

UVWmapping & 2d art work using gmax ('skinning')

2D artwork was used on the meshes which ment using UVWmap and and UVWunwrap. As this is a big part of the workload for the scene it's probably a good idea to run through the process...

Resizing textures on Blender models used for game content

scaling game textures on Blender 3D modelsA common mistake that easily corrected one you know how, the correct way to resize textures applied to modelled content used in games...

Creating maps with Blender 3D (exporting a model to *.map)

It's now possible to create a mao in Blender 3D as a model and export that out as a map that can be opened directly into GTKRadiant. The tutorial is in two sections, "how to..." and "advanced information"...

Rendering Skyboxes using Blender 3D

There aren't many free programs that will do a decent job of rendering skyboxes on their own, but, using Blender 3D and the downloadable sample file you can render out your own custom skyboxes with very little hassle.

Converting maps into models

An extensive tutorial running through the things level designers need to know when converting maps (whole or sections of) to the ASE models using Q3map2.

Blender 3D - useful shortcut keys

A list of shortcut keys that are useful when modelling meshes and objects for games and interactive 3D.

Prepping custom LWO models in Blender 3D

This tutorial runs through what needs to be done to prepare and export useable custom LWO models from Blender 3D for use in Doom 3 powered games, including setting up Blenders materials properly and how to enable (apply) in game smoothing (smooth groups) to LWO models.

Doom 3 models and smoothgroups (smooth groups)

There are 3 model formats that Doom 3 can use by default.

  • *.ase : ascii format native to 3DStudio Max.
  • *.lmo : binaryformat native to LightWave.
  • *.MD5mesh : proprietary format for Doom 3.

All these formats use smoothgroups in one of two ways...

Modelling a map with Blender 3D

This is a over view of the methods and principles used to create the sample map shown below, kat1024. The processes and techniques involved can be used for modelling any map for Quake 3 or Doom 3 powered games...

IMVU (developer) content creator tutorials ^
How to make animated IMVU pets using Blender 3D
Making pets for IMVU using Blender 3D

Part 1 of a two part tutorial on creating an animated pet from IMVU made with Blender 3D. Part 1 covers making the pet in Blender 3D and what needs to be considered when doing so.

Guide to creating IMVU rooms using Blender 3D

If you're wanting to make completely custom built rooms for IMVU then this is a must read.. it's not a full blown tutorial but rather a guide that contains all the essentials and pertinent information needed to successfully export a mesh from Blender 3D for use in IMVU as a custom content.

Making opacity maps for IMvu (imvu specific tutorial)

How do you create transparency for your products and items in IMvu? Easy, use opacity maps. Their setup and use can be a little confusing so this tutorial highlights the things you need to know in order to get them to work properly.

Creating furniture items for IMVU using Blender 3D

Making furniture items for IMVU with Blender 3DThis 'quick and dirty' tutorial walks through the essential steps needed to export a scene or series of objects out from Blender 3D to the CAL 3D format for use with IMVU and their 'Previewer content creation/developer tool. A template/sample file is available for download to accompany this tutorial.

Making a product bundle for IMvu

Quite confusing the first time you try to "Make a Bundle" as it's it involves a number of steps that need to be done in order for a bundle product to be successfully created.

IMvu developer hints and tips for Blender 3D

A page dedicated to some of the more common hints and tips for IMvu developing (content creation) when using Blender 3D.

Texture creation related tutorials ^

A series of tutorials covering various aspects of texture creation, in particular for nextGen games that make use of normal maps, bumpmapping as well as DDS textures.

From photographs to normal maps, how to...
Making normal maps from photos

Following on from the previous tutorials about creating normal maps, this tutorials covers some of the things you'll need to know and watch out for when using photographs to create normal maps.

Creating a mask from a photo

Creating a leaf mass for use as a tree sprite can be fiddly and time consuming, there are a few steps that can be used though which will allow you to create a mask from a source photograph quite quickly.

Normal maps, texture space and orientation

Not all games treat Normal Maps in the same way, as a result problem can occur due to a number of things...

Creating normal maps from images - pt.1

Although normalmaps (or 'local maps' to give them their proper Doom 3 name) ideally should be generated by rendering an incredibly high resolution three dimensional object into 2D...

Creating normal maps from images - pt.2

This tutorial explains in further detail the process of creating a heightTemplate for passing through one of the normalmap creation tools, mentioned in the previous tutorial (though not the specifics of 'how to use' the tools)...

DDS images - "unknown file format"
unknown file format DDS

A common misconception about DDS textures and the "unknown file format" error; they are 'proper' DDS, but 'special'.

Understanding Oblivion's parallax maps with an 'artists' eye

A tutorial to help 'artists' (texture artists, modellers, etc.) new to parallax mapping understand how it works and the differences between parallax and normal maps...

Creating DDS textures using ATI's 'Compressonator'

One of the more puzzling aspects of creating content for Doom 3 powered games (Doom 3, Quake 4 et-al) is DDS; what they are, what they do and more importantly, how to create them. This tutorial will walk through the process of creating DDS textures...

A walkthru of the mapcenter texture set

I though it might be interesting to add this info to the site. It was originally posted on the mapcenter forums as part of the rock texture challenge by way of giving a brief outline/explanation...

Editing idTech4 powered games ^

Tutorials covering subjects useful for the Doom 3 engine; that is; games built on, using, or powered by idsoftwares Doom 3 technology. Current Doom 3 powered games include, Doom 3, Quake 4, Prey, Wolfenstein 360, Enemy Territory: Quake Wars. This means the tutorial listed here will generally apply to all games powered by Doom 3 tech.

Texture Blending (terrain)
Texture blending in the idtech4 game engine

The tutorial below covers the principles used when texture blending in Doom 3 powered games (currently Doom 3 itself and Quake 4), how models need to be set-up, how blending works and a rundown of the special material (shader) file the Doom 3 engine needs so it can work everything out...

Doom 3 lighting : outdoor - using parallel lights

In the previous tutorial, Doom 3 lighting principles, we ran through what is effectively a method for 'indoor' lighting using the default 'point' light setup; i.e. lighting that makes use of there being a number of light sources available which illuminate a scene using standard volumetric point lighting (more on this later)...

Creating a terrain in Doom 3 using patch meshes - pt.1

You need a basic understanding of how to manipulate patch mesh to fully grasp the concepts outlined in this tutorial. If you don't know 'how to.. patch mesh' then click here an read that tutorial.

Doom 3 lighting principles
Doom 3 lighting principles

This tutorial isn't going to cover the specific technical details of using lights with Doom 3, instead it'll cover the general principles and what you need to have in mind as you work...

Setting up Doom 3's and Quake 4's editor (Doom3Radiant) for custom mods

This tutorial is going to run through the steps you need to take so you're able to use Doom 3 Radiant ('D3Edit' or 'doom edit') to create content (maps) for custom modifications of the Doom 3 engine...

Creating a terrain in Doom 3 using patch meshes - pt.2

This tutorial is a follow up on the previous article about what you need to keep in mind when making a terrain in Doom 3 from patch mesh objects. This tutorial continues the 'optimising' theme..

Misc. and third party tutorials ^

Miscellanious tutorials covering subjects related to game content creation but not specifically Doom 3 or modelling.

Creating PAK/PK3/PK4 files
Creating PK3 files

There are a couple of ways to create PK3 or PAK files for games using idsoftware technology, including the recently released Doom 3. The two main ways are...

RtCW SP end / change map trigger

Right.... what we're talking about here is the walkable trigger at the end of a level where you seem to be able to walk a couple of paces into before the next level loads...

Advanced curves tutorial

Make sure you can see, or get access to the top, side, front and 3D camera views. You'll need these views to edit the patches properly on all sides and see what you're doing...

Common error messages (Quake 3 powered games)

The following text is a collection of Questions & Answers taken from the Quake3World level editing forums before the big f.u.b.a.r. of late 2004...

Steam jet effect for RtCW SP/MP - pt.1
RtCW steam effect in game

Although there are a couple of entities we could use to create this effect they don't quite do what we want in this case; a plain old jet of steam, each entity having it's own particular properties giving different results ingame...

Steam jet effext for RtCW SP/MP - pt2

Ok, the pic below shows the setting used for the 2 target_smokes', the only difference being one's 'black' the other 'white', the info_notnull targets and 'gravity' set on the lower one...

'DONOTENTER' clip brush - use of

Most of the pics below are 'exceptions to the rule' on using DoNotEnter clip brushes as it's usage (the rules) usually applies to structures with flat walls and floors...

Tri-souping... a 'solution' to z-fighting

I wrote this as a reply to a forum topic (now long since gone the way of the dodo) on the difference between 'trisouping' and '3 point clipped' brushwork and how that related to z-fighting ingame...