Stan` Posted April 16, 2014 Report Share Posted April 16, 2014 (edited) Standard Tutorials to learn BLENDER and 3DSMAX "I am an honest small artist and trainer of the Council of Modders - Any questions are welcome"_____________________________________________________________________________________________________________________________________MODELING_____________________________________________________________________________________________________________________________________BLENDERHi all, so to start your formation I will update this thread with resources that I’ll find and ones that I’ll makeFor the Blender basics: You need to watch all the videos, (Yes if you have some experience that will be boring) but you will learn small tips that might help you.http://ericshs.com/vsb-desc.php?vsb=19#sthash.lNo6ZuEv.dpbs3DSMAXI’ll try to make the same tutorials for max and I’ll post them on my YouTube channel.Progress:Navigation and Interface 0%Low poly tips :http://www.wildfiregames.com/forum/index.php?showtopic=18340_____________________________________________________________________________________________________________________________________UVMAPPING _____________________________________________________________________________________________________________________________________BLENDERBlender 3D UV unwrapping tips3DSMAXUsing Roadkill* http://www.pullin-shapes.co.uk/page8.htmUsing built-in Max_____________________________________________________________________________________________________________________________________TEXTURING _____________________________________________________________________________________________________________________________________RESSOURCE LINKSHere are some links that you might find useful for making textures. All this sites are in the public domainhttp://agf81.deviantart.com/gallery/http://opengameart.org/users/yughueshttp://pdtextures.blogspot.fr/http://www.spiralgraphics.biz/packs/download.htm //For those you need to give creditBLENDERTexturing with Blender (Thanks to Enrique)http://www.wildfiregames.com/forum/index.php?showtopic=18245A0 (Thanks to Enrique)http://www.wildfiregames.com/forum/index.php?showtopic=17542Another tutorial to make your textures more realistic**http://www.blenderguru.com/videos/the-secrets-of-realistic-texturing/3DSMAXGIMPSeamless Textures (Nice one from Enrique)http://cgcookie.com/blender/2014/04/15/tip-seamless-textures-gimp/Normal Mappinghttp://www.chrisalbeluhn.com/Normal_Map_Tutorial.htmlAmbient Occlusionhttp://www.laurenscorijn.com/articles/ambient-occlusion-baking_____________________________________________________________________________________________________________________________________RIGGING_____________________________________________________________________________________________________________________________________BLENDERhttps://www.youtube.com/watch?v=CQ1jw7zvuCIhttp://www.blenderguru.com/videos/introduction-to-rigging/3DSMAX_____________________________________________________________________________________________________________________________________ANIMATION _____________________________________________________________________________________________________________________________________ANIMAL REFERENCE RESSOURCEhttp://www.wildfiregames.com/forum/index.php?showtopic=15664BLENDER3DSMAX_____________________________________________________________________________________________________________________________________IN GAME IMPORTATION_____________________________________________________________________________________________________________________________________LEGAL WAIVER: Please read this before contributing.Tips & requirements of the engine:- Approx triangle count for buildings: small 2k-5k, mid 4k-6k, big 6k-8k, wonders 8k-12k.- The engine uses .DAE (Collada) format for models and animations. - The engine does not render double-faced polys, so if you want a polygon with both faces rendered, you need to duplicate it and flip the normals.- The engine does not tile the textures like blender does, so when UV mapping, keep the UV islands within the texture space.- We use two UV coordinates, one with overlapping UVs for diffuse, normal/parallax and specularity and another non-overlapping for AO maps.- Building models need to extend below the ground (-Z axis) because it can be visible when the building is constructed in uneven terrain.- To get the correct scale it is very useful to import a building from the game into blender as a reference.BLENDERHow to Import/export assets and bake AO maps in Blender3DHow to export animations from Blender3D to 0AD3DSMAXDrop propping https://www.youtube.com/watch?v=4kA5v1LFYIIhttp://www.wildfiregames.com/forum/index.php?showtopic=18232&page=1_____________________________________________________________________________________________________________________________________PLUGINS AND ADDITIONNAL SOFTWARE_____________________________________________________________________________________________________________________________________*You can download Roadkill herehttp://www.pullin-shapes.co.uk/page8.htm**If you have windows 8.1, CrazyBump won't work for you, you can eitherTry to find the normal map plugin for gimp here :code.google.com/p/gimp-normalmap/downloads/listThe NVIDIA Bump plugin for photoshop :https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshopThe Insane bump program :https://sites.google.com/site/ccdsurgeon/downloadBRUSHESA nice set of brushes for scratching your textures. Warning : they are really big.http://www.obsidiandawn.com/scratchout-photoshop-gimp-brushes Edited April 16, 2014 by stanislas69 2 Quote Link to comment Share on other sites More sharing options...
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