New Blender Tutorial - Axe Part 2
by Nigel Hungerford-Symes · in Artist Corner · 07/19/2005 (2:01 am) · 11 replies
Ok this isn't really a Blender tutorial per se but it is part 2 of making an Axe using blender. This tutorial shows you how I use The Gimp (www.gimp.org to create textures.
It took me 4 attempts to get it to record properly, as such, this is merely a crash course in Gimp and not an in depth tutorial. If you guys want more info, tell me and I'll make more Gimp tutes. Also look at the documentation at www.gimp.org for more info.
I'll post a torrent of Part 2 tonight (~10pm Australian time which I think is +10 GMT) and post the link to the torrent here. Again, you'll need the azureus client to acess the decentralised tracker. See www.garagegames.com/mg/forums/result.thread.php?qt=32050 for more info.
Enjoy!
It took me 4 attempts to get it to record properly, as such, this is merely a crash course in Gimp and not an in depth tutorial. If you guys want more info, tell me and I'll make more Gimp tutes. Also look at the documentation at www.gimp.org for more info.
I'll post a torrent of Part 2 tonight (~10pm Australian time which I think is +10 GMT) and post the link to the torrent here. Again, you'll need the azureus client to acess the decentralised tracker. See www.garagegames.com/mg/forums/result.thread.php?qt=32050 for more info.
Enjoy!
#2
Alternatively, you could use the Gnutella2 network with Shareaza, Gnucleus or other client.
In any case, your efforts are much appreciated. Thank you!
07/19/2005 (9:28 am)
Still no web tracker, huh? Have you tried piratebay.org? AFAIK they don't have a "no legal content" policy ;)Alternatively, you could use the Gnutella2 network with Shareaza, Gnucleus or other client.
In any case, your efforts are much appreciated. Thank you!
#3
For those who don't like torrent, the video is hosted on my website.
Nigel Symes Axe tutorial Part 2
/roland
07/19/2005 (12:21 pm)
Hi allFor those who don't like torrent, the video is hosted on my website.
Nigel Symes Axe tutorial Part 2
/roland
#4
07/19/2005 (1:03 pm)
Great to see this posted - I'll check it out at home tonight :)
#5
And thank you Roland again, top stuff.
07/19/2005 (2:55 pm)
Thanks Andrew, I'll check out piratebay, ominous name :)And thank you Roland again, top stuff.
#6
I like your videos. Though I don't use blender, they do provide another view of how to create models and to export them to Torque.
I appreciate the axe videos and look forward to the next one. UV's always get the best of me, and I hope they are tackled in the
next video.
Hi Roland,
I also appreciate the gameSpace plugin you made. It makes aligning vertices easy and makes modelling faster.
Great work.
Thanks.
07/21/2005 (6:28 pm)
Hi Nigel,I like your videos. Though I don't use blender, they do provide another view of how to create models and to export them to Torque.
I appreciate the axe videos and look forward to the next one. UV's always get the best of me, and I hope they are tackled in the
next video.
Hi Roland,
I also appreciate the gameSpace plugin you made. It makes aligning vertices easy and makes modelling faster.
Great work.
Thanks.
#7
I will be using UV coordinates, but as the Axe series is really basic I won't be labouring them too much (in later videos I'll go through them).
I know how annoying texture alignment can be. For me it all fell into place when I watched this video by a bloke named Greybeard www.ibiblio.org/bvidtute/mytut/uvtut.avi. In that he shows how to using the LSCM tool to unwrap 3D objects.
Although I don't use it too much, Blender has built in plugins that can unwrap objects to .tga format images. I prefer to go the otherway, have a good photosource and play with the UV map to fit the source, not create textures to fit unwrapped objects. Of course this is not always possible (eg heads) and both approaches are needed sometimes.
I highly recommend that ~50meg video of Greybeard's.
Don't forget, most (all?) features of Blender are documented in the documentation project at www.blender.org
07/22/2005 (2:39 am)
@David, thanks for the kind words.I will be using UV coordinates, but as the Axe series is really basic I won't be labouring them too much (in later videos I'll go through them).
I know how annoying texture alignment can be. For me it all fell into place when I watched this video by a bloke named Greybeard www.ibiblio.org/bvidtute/mytut/uvtut.avi. In that he shows how to using the LSCM tool to unwrap 3D objects.
Although I don't use it too much, Blender has built in plugins that can unwrap objects to .tga format images. I prefer to go the otherway, have a good photosource and play with the UV map to fit the source, not create textures to fit unwrapped objects. Of course this is not always possible (eg heads) and both approaches are needed sometimes.
I highly recommend that ~50meg video of Greybeard's.
Don't forget, most (all?) features of Blender are documented in the documentation project at www.blender.org
#8
Thanks. I'm glad you found the plugin useful.
I has been playing with an idea of extend that plugin
with a function where you can align vertices to a plane
which the can be moved or rotated.
The reason is mainly to get the vertices of the first part
of the arms and bones aligned before starting to extrude.
Would that be of your interest to?
/roland
07/22/2005 (3:02 am)
@DavidThanks. I'm glad you found the plugin useful.
I has been playing with an idea of extend that plugin
with a function where you can align vertices to a plane
which the can be moved or rotated.
The reason is mainly to get the vertices of the first part
of the arms and bones aligned before starting to extrude.
Would that be of your interest to?
/roland
#9
Thanks for the info. I will check out the video.
Roland,
Yes, that would be nice.
Also, what about aligning to a particular face in the selection?
Meaning, I would be able to select all of the vertices/faces I wanted to align and then click on a face and it would align to that faces plane?
It sounds similar to what you proposed, but I envisioned that I would need to make a plane to align with, and the way I stated I wouldn't have to do that.
07/22/2005 (8:40 am)
Nigel,Thanks for the info. I will check out the video.
Roland,
Yes, that would be nice.
Also, what about aligning to a particular face in the selection?
Meaning, I would be able to select all of the vertices/faces I wanted to align and then click on a face and it would align to that faces plane?
It sounds similar to what you proposed, but I envisioned that I would need to make a plane to align with, and the way I stated I wouldn't have to do that.
#10
Hmmm. This conversation is off topic for this 'Blender' thread
but anyway.
This is my thought on how it should work.
1. Select some vertices
2. Click on a 'alignbutton'
3. A plane will be created in place with the vertices attached to its surface
4. Move/Rotate/Scale the plane anyway you want (the attacthed vertices will move also)
5. Click on 'Save' when your vertices is where you want them to be, or click 'Cancel' to skip operation
The plane will dissapear and just leave the moved vertices in their new positions.
Sorry Nigel for intruding in your thread. If there are more posts on this, I suggest
posting them in a new thread.
/roland
07/22/2005 (10:15 am)
@DavidHmmm. This conversation is off topic for this 'Blender' thread
but anyway.
This is my thought on how it should work.
1. Select some vertices
2. Click on a 'alignbutton'
3. A plane will be created in place with the vertices attached to its surface
4. Move/Rotate/Scale the plane anyway you want (the attacthed vertices will move also)
5. Click on 'Save' when your vertices is where you want them to be, or click 'Cancel' to skip operation
The plane will dissapear and just leave the moved vertices in their new positions.
Sorry Nigel for intruding in your thread. If there are more posts on this, I suggest
posting them in a new thread.
/roland
Torque Owner Nigel Hungerford-Symes