Stan` Posted April 16, 2014 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 Link to comment Share on other sites More sharing options...
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