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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.
Sometimes being able to see the structure of a mesh in it's entirety is advantageous when working. Using the "Draw All Edges" property this is possible on a per-selection basis.
Extensive tutorial explaining how to make a simple low-poly character in Blender 3D from start to finish, including simple rigging and animation. (incl. *.blend sample files).
Selection based edge Bevel is back in Blender 2.63 (or later). This short video runs through using the edge Bevel tool and settings on selected edges. (inc sample).
Using the same heightmap but the latest version of Blender, this video runs through the process of displacing a mesh to make a simple terrain.
Making a simple terrain in Blender 2.49 using a heightmap alongside the Displace modifier. Includes tip for better results. Text version available with sample file.
Short video tutorial showing how to render Objects in a scene like SketchUp in Blender using Ambient Occlusion and other Lamp settings (inc. sample).
Short video tutorial showing how to render Scenes or Objects in Blender as 'Wireframes' or 'Outlined' images (not to be confused with 'Wire' viewport shading (inc. sample).
Updated for the latest version of Blender. Few things have changed but more can be learnt about the process of baking ambient occlusion for terrain.
Tutorial on the correct way to set up double or two-sided faces and meshes so they use different materials on either side. Mainly for Blender 2.5, this technique also works in any 'real time' environment.
Understanding collision hulls is an essential bit of knowledge 3D artists need have when making custom 3D modeled assets for game modding or development. Learn more about the process with this tutorial.
Making 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.
Although most scripts in Blender, installed or 3rd party, don't always need the Python API installed, some of the more complex ones do often reporting the classic "Python Path" error. This tutorials shows you how to set that up under Windows OS (XP, Vista, Win7).
Trying 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.
If you're new being a Content Creator or looking to make your own meshes, the following will teach how the basics of making furniture items for IMVU using Blender 2.49a.
Essential guide for getting started with Blender and using it to make products for IMVU. Essentials links, information and resources needed to become a Content Creator.
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.
Part 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.
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.
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.
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.
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
A page dedicated to some of the more common hints and tips for IMvu developing (content creation) when using Blender 3D.
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.
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 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.
This 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).
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.
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 modeling any map for Quake 3 or Doom 3 powered games.
Most common errors with GTK Radiant are a result of corrupt user and preference data. This tutorial explains how to avoid and fix these errors.
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 proprietary MD5 format.
Using Blender to bake ambient occlusion maps for terrain made from models is a simple way to add depth to textures (for 2.49 or below).
This 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.
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!.
Tutorial explains how, using an entity chain, to set up and activate the props_flamethrower effect in single player levels.
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.
Tutorial explaining a simple way to kill AI characters in RtCW single player levels without scripting by using a simply entity chain.
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.
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.