Modeling, texturing and level design tutorials. Learn game art & low poly content creation production.

Easy to follow text and video tutorials on making models, maps and textures; anything 'game art' related in fact. How to get your assets exported and into your own games or games being modded.

Learn how to use Blender 3D for game 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! Not just on using Blender 3D, but also the 'hidden' and less talked about core subjects associated with content and game development, all of if freely available to those looking for it.

Featured Tutorials ^

Collision Hull meshes in Blender

Making and setting up collision hull meshes in Blender 3D on game models

Understanding collision hulls is an essential bit of knowledge 3D artists need have when making custom assets for game modding or development. Learn more about the process with this tutorial.

Blender Basics - and extensive series of tutorials on building your first model, a simple chair

Blender Basics - series on how to use and make, texture and UVW map a simple chair

Extensive tutorial series using Blender 3D, learning the application in relation to making a simple chair model. Includes mesh editing, materials, texturing and UVW maps.

VIDEO Tutorials ^

View the latest YouTube video tutorials

Baking an AO map using Blender 3D

Baking ambient occlusion maps for terrain using Blender 3D

Using Blender to bake ambient occlusion maps for terrain made from models is a simple way to add depth to textures.

The best way to make spiral stairs VIDEO and text tutorial

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

Using AutoIK to rig game characters

Using Blender AutiIK to rig a characterShort tutorial (tip) explaining the results of using Blender 3D's 'Automatic IK' system and how it effects the movement of individual bones and bone 'chains'.

Modeling terrain objects video pts 1-14

Modeling terrain objects with Blender 3DThis series of Blender 3D video tutorials runs at almost 3hrs worth of footage (no audio). Essential viewing for current Blender Heads looking to do low poly modeling or modders new to modeling wanting to get to grips with some of the techniques of using Blender 3D.

Blender 3D retopo tool

Using Blenders Retopo(ology) tool to create low poly meshes

The Retopo Tool is a quick and clean way to rebuild low poly meshes from higher resolution objects... a valuable and handy skill to know!.

Making tracks (track editing) for Trackmania Nations - Forever

Making custom tracks for Trackmania NationsLearn 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.

Trackmania nations editing

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.

Blender 3D content modeling tutorials ^

The following tutorials cover the use of Blender3D in creating modeled 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.

View properties, grid and camera clip properties setting for Blender 2.5

View properties, grid and camera distance settings for Blender 2.5

Compatible with Blender 2.5A tutorial explaining some of the changes to the new version of Blender and where some important features have been moved that game developers often use for asset creation.

Importing Google SketchUp files directly into Blender 3D without converting

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

Blender Basics: Part 2 - keyboard and mouse control, moving around Blender

Blender Basics part 2 - keyboard and mouse controlBlenders movement control system does take a little getting used to. In part 2 of the Blender Basics tutorial series, essential keyboard and mouse controls are discussed.

Blender Basics: Part 4 - materials and textures, using Blenders material system

Blender Basics part 2 - materials and texturesBlender material system can be a little tricky to get to grips with the first time its used so part 4 of the Blender Basics tutorials shows how to apply materials to meshes.

Blender Basics: Part 6 - optimising a mesh and making it more efficient

Blender Basics tutorial series - optimising a mesh for use in gamesAn essential part of any modeling or content creation is the process of optimising objects so they run as fast as possible.

Exporting & importing Google Building Maker models into Blender

Exporting models from gmaxAnother tool from Google that potentially make asset creation relatively straight forward whilst being based entirely on real world locations and buildings.

An alternative use for Blender 3D 'Sculpt' Tool - aging models

Alternative use for sculpt tool - agingYou don't always have to 'sculpt' with Blender 3D's sculpt tool, it's also a quite handy and a quick way to edit a mesh to make it 'wonky' and 'aged'.

UT3 editing, Blender 3D and smoothing (smoothgroups)

Making smoothgroups in Blender for UT3 model editingMaking custom models for UT3 or UDK present issues, one of which is getting smoothing to work to properly. The following tutorial explains a couple of ways to getting smooth groups to work on Blender models.

Blender 3D, Python and setting up the Python Path variable in Windows XP

Setting up Blenders Python Path variable in Windows OSAlthough most scripts in Blender, installed or 3rd party, don't always need the Python API installed, some more complex ones do, reporting the classic "Python Path" error. This tutorials shows you how to set that up.

Blender Basics - baking and using ambient occlusion maps

Blender Basics - baking and using ambient occlusion maps

Ambient occlusion is a useful way to add depth to textures applied to map and world objects, something that's simple to do using Blenders default render bake settings.

Import 3DVia Shape models & meshes into Blender 3D, with or without textures

Importing 3DVia Shape models and meshes into Blender 3D for further work This tutorial explains the simple process of getting a 3DVia Shape model out of the application and imported into Blender 3D in the least amount of steps, with or without textures and UVW maps.

Blender Basics: Part 1 - Blenders general interface and layout

Blender Basics - and extensive series of tutorials on building your first model, a simple chairAn extensive tutorial series on using Blender 3D for the first time and learning how to use it to make a simple chair model. Includes mesh editing, materials, texturing and UVW maps and mesh optimisation.

Blender Basics: Part 3 - modeling a chair and learning how to use Blender to 'mesh'

Blender Basics part 3 - Modeling a chairThe best way to learn something is to do it. Part 3 of the Blender Basics tutorial series builds a simple chair model to teach the core skills for making any 3D object.

Blender Basics: Part 5 - UVW unwrapping, and UVW and Image Editor

Applying a texture to a models UVW mapPart 5 of the Blender Basics tutorial series show how to apply textures to UVW maps so images become visible on meshes and models.

Exporting models from Blender 3D to *.o3d using Googles converter

Converting models to Open 3D (*.o3d)This tutorial runs through the process of converting models into Open 3D *.o3d files using Googles o3dconvert.exe sample conversion program.

Renderbump and baking normal maps from a high poly models using Blender 3D

Baking normal maps with Blender 3DMost modern games use normal maps and luckily for Blender users the program has a native ability to render bake them from high resolution meshes.

Resizing textures on Blender models used for game content

Texture scale, games and resizing UVW mapsA common mistake that easily corrected one you know how, the correct way to resize textures applied to modeled content used in games.

Rendering custom Skyboxes using Blender 3D (+ sample files)

Rendering game ready sky boxes using Blender 3DTrying to make a custom sky-box but can't quite get there? Use Blender 3D and the available skybox sample file to quickly render out your own custom skyboxes with very little hassle, ready for use in games.

Blender 3D - useful shortcut keys

Blender 2.5 hotkey chartCompatible with Blender 2.5A list of shortcut keys that are useful when modeling meshes and objects for games and interactive 3D.

3D Chat and Virtual World content tutorials ^

Making furniture items for Frenzoo using Blender 3D

Making furniture items for Frenzoo with Blender 3D, export and conversion.

Although the process of making products and items for Frenzoo is relatively straightforward, you need to be mindful of how a model should be properly prepared, exported and converted. Includes sample file available for download.

How to make animated pets for IMVU with Blender 3D

Making pets for IMVU using Blender 3DPart 1 of a two part tutorial on creating an animated pet for use in IMVU made with Blender 3D. Part 1 covers making the pet in Blender 3D and what needs to be considered when doing so before then going on to discuss more 'advanced' subjects that need to be considered.

Guide to making rooms and scenes for IMVU using Blender 3D

Making rooms for IMVU using Blender 3DThis tutorial explains the steps required to make, prepare and export a model mesh to CAL 3D, constructing the results in IMVU's Previewer tool for upload to IMVU as a scene or room.

Making opacity maps for IMVU products (imvu specific tutorial on transparency)

Making opacity maps for IMVU productsHow 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.

Making a product bundle for IMVU for multiple individual products or items

Making IMVU product bundlesQuite 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.

Making rooms for Frenzoo

Making, exporting and converting rooms and scenes from Blender 3D to Frenzoo

Tutorial going over how to make rooms and scenes for Frenzoo. Including correctly preparing the meshes and objects to export and converting for upload to the Frenzoo shop. Includes sample file available for download.

Converting IMVU products for use in Frenzoo

Converting IMVU products for use in FrenzooIMVU products built with Blender 3D can be easily converted and used inside Frenzoo, it just requires a little bit of clean-up and prep work.

Exporting models from Blender for use in Frenzoo - converting *.dae files to *.efa

Exporting models from Blender to FrenzooMaking content for Frenzoo using anything other than 3DS max requires a couple of extra steps when producing content for Frenzoo, this tutorial will show how that's done.

Making furniture items and static objects for IMVU using Blender 3D

Making furniture items for IMVU using Blender 3D

A 'quick & dirty' tutorial taking you through the essential steps needed to export a contents of a scene or series of objects from Blender 3D to IMVU, put together in the 'Previewer' tool. A template/sample file is available for download to accompany this tutorial.

Blender to Frenzoo export and dae to efa conversion errors

A 'list' of common errors and problems associated with exporting meshes from Blender 3D to Collada and conversion to Frenzoo's efa format from dae

IMVU Blender developer hints and tips

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 ^

Tutorials on making texture, in particular for nextGen games, normal maps and DDS image creation.

Making normal maps from photos

What to look out for and how to make normal maps from photographs

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.

Making an (alpha) mask of a trees leaves from a photograph

Making an alpha mask from a photo of a treeCreating a leaf mass for use as a tree sprite can be fiddly and time consuming, there are a few steps that can be used to create a mask from a source photograph quite quickly.

Normal maps, texture space, orientation and UVW maps

Normal maps and texture UVW map orientationNot all games treat Normal Maps the same way, especially when texture rotation is involved. As a result problems can occur when using them on models using tiled textures that have normal maps.

How not to make normal maps from images, photos or 2D artwork

Making normal maps from images and photosAlthough normal maps (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.

Making DDS textures 'Compressonator'

Making DDS images using ATIs CompressonatorOne 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.

Making better textures by understanding the 'power of two' rule

Making better textures for games, 'power of two' and proper image dimensions

A lot of problems encountered when making textures for games are directly related to not knowing about a couple of basics. This tutorial discusses one of these, the 'power of two' rule.

DirectX DirectDraw Surface DDS images - "unknown file format"

unknown file format DDSA common misconception about DDS textures and the "unknown file format" error; they are 'proper' DDS, but 'special' which is why Windows has problems with seeing them.

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

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

Make normal maps from 2D image artwork (not photos)

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

A walk thru of the Map Center texture set

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

Editing idTech powered games ^

Tutorials covering subjects useful for the idtech (previously "Doom 3 engine") powered games - Doom 3, Quake 4, Prey, Wolfenstein, Enemy Territory: Quake Wars.

Making maps and level with Blender

Making maps & Blender (model2map)

Make maps in Blender 3D as models and export them out as *.map files that can be opened directly in to map editors like Radiant.

Texture Blending (terrain)

Texture blending in the idtech4 game engineCovers the principles of texture blending in idtech 4 powered games. Model set-up, vertex painting and in-game materials to get texture blending working properly on models.

Export ASE models from Blender

Prepping and exporting models from Blender 3D to Doom3/idtech 4 gamesTutorial explaining how to get custom made ASE models into D3Radiant or QuakeEdit, the steps needed to prepare the mesh and then export and load into Doom3Edit.

Outdoor lighting in Doom 3 - parallel lights

Outdoor lighting in Doom 3 and idtech power gamesLighting outdoor scenes when making maps for Doom 3 requires a different approach to normal indoor levels. Find out how to use 'parallel' lights to effect natural looking light in outdoor scenes.

Making Doom 3 patch mesh terrain pt.1

Making terrain from Patch meshes for Doom 3 and idtech 4You 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.

Modeling a map with Blender 3D

Modeling maps with Blender 3DThis 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 modeling any map for Quake 3 or Doom 3 powered games.

Make models from BSP brushes or maps

Converting maps into models An extensive tutorial showing Radiant based level designers what they need to know and understand when converting maps or brushwork into ASE models using Q3map2 compile options.

Setting up GTKRadiant for custom content, mods or games

GTKRadiant 1.4 custom content & games

Most common errors with GTKRadiant are a result of corrupt user and preference data. This tutorial explains how to avoid and fix these errors.

What is smoothgroup & mesh smoothing

Forcing smoothgroups on models with BlenderThere are 3 model formats idtech 4 can use. *.ase, *.lwo and *.MD5. All these formats use smooth groups in one of two ways, this tutorial shows how to do that.

Doom 3 lighting principles

Doom 3 lighting principlesThis 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.

Export 'LWO' models from Blender

Prepping and exporting LWO files from BlenderExplains what needs to be done to prepare and export custom LWO models from Blender to idtech 4 games. Includes material set-up, and adding mesh smoothing to exported models.

Doom3 Radiant & custom MOD set-up

Setting up Doom 3 and idtech 4 Radiant editorThis 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.

Megatexture terrain model from brushes

Converting brushes into a terrain models for use with MegaTextureTutorial explaining how level designers using GTK Radiant can and will be able make brush or patch mesh based terrain as part of the Mega Texture system in idtech powered games.

Making Doom 3 patch mesh terrain pt.2

Making terrain for Doom 3 and idtech 4 using Patch meshes in Radiant editorThis 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.

Gmax content modeling tutorials ^

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

Skinning ir UVW unwrapping in gmax2D artwork was used on the meshes which meant using UVW map and and UVW unwrap. As this is a big part of the workload for the scene it's probably a good idea to run through the process.

Exporting models from *.gmax to *.max

Exporting models from gmax to MaxIf 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 proprietary MD5 format.

Exporting models from gmax to *.obj using gmax2obj Max script

Exporting models from gmax as obj filesUsing a gmax Max script it's possible to export models out from gmax as *.obj files so they can be imported into other 3D app's for further work.

Misc. and third party tutorials^

Miscellaneous tutorials on subjects related to game content incl. level design, special effects, etc.

RtCW and setting up props_flamethrower effect in single player

Set up props_flamethrower effect in SP

Tutorial explains how, using an entity chain, to set up and activate the props_flamethrower effect in single player levels.

Making PAK/PK3/PK4 files

Creating PK3 filesThere are a couple of ways to create PK3 or PAK files for games that understand the archived format. The following tutorial explains how to make a pk* files.

RtCW SP end / change map trigger

Right.... what we're talking about here is the walk-able 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

Patch mesh tutorialMake 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.

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

Tri-souping to solve z-fighting issues in gamesI 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 in game.

Killing AI characters using an entity chain

RtCW SP & using an entity chain to kill AI

Tutorial explaining a simple way to kill AI characters in RtCW single player levels without scripting by using a simply entity chain.

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

RtCW steam effect in gameThis RtCW tutorial covers using the correct target_smoke entities to make a steam jet effect in the single player part of the game.

Steam jet effect for RtCW SP/MP - pt2

RtCW steam jet effectOk, 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

DONOTENTER clip brush tutorialMost 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.

Q3Map2 common error messages

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.