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Creating tileable patterns can involve a lot of tedious tracing and tweaking to get them to tile seamlessly. This tutorial describes a method of automating the process of creating flawlessly tiling, patterns using GIMP, Inkscape and Blender to render seamless tiles.

Many games and indie projects make use of the *.map format to make their maps and levels. With the inclusion of the ‘map’ export script into Blender 3D, it’s now possible to model your level in 3D and output that as content that can be loaded directly into GTKRadiant or other ‘map’ editor.

This tutorials covers “how to..” and the more advanced information you need to look out for when working in this way.

pearl_finalI step by step breakdown of my way of achieving a pearl material with luxrender. It describes and highlights some aspects of the luxrender material system.

A normal map created from a photo of a tree-trunk

A tutorial showing a specific example on how to create a normal map from a photograph of a tree-trunk. Also includes tips on what you should be aware of when taking your own photos for this kind of asset creation.

Normal map created from a special 2D image

This tutorial explains in further detail the process of creating a “heightTemplate”, a specifically prepared grey scale image, which is passing through a normal map generator tool.

Setting up Python Path in Windows OS

Although most scripts that run from Blender – either included when you install the application or 3rd party scripts created or downloaded – don’t necessarily need the Python API to be installed, you may, during the course of using Blender 3D, find that a number of the more ‘complex’ Python *.py scripts don’t run reporting various ‘runtime’ errors.

This tutorial discusses how to set up the Python path under Windows OS.

luxrender-gold-tutorialI have created a breakdown of the steps I used to achieve an old worn gold material. It describes and highlights some aspects of the luxrender material system.

Creating normal maps from images

Tutorial describing the principles behind the creation of normal maps from 2D art work. It runs though what you should, and more importantly, should not do when using images and/or photographs to generate your game ready texture assets.




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