Now we start to get right into the realism part of 3d. Up until now, our scene looked very ‘3d/CG’. It didn’t look like anything that resembled reality at all. Today that changes, when we start working with textures, instead of materials.
Materials may work with somethings, but as a 100% mathematical consistent shade, you can never get the gradients that you would want, which is why we have textures – the ability to show details on the smallest scale – from oceans, ice caps, and dry land!
Thanks for supporting my channel for the past few months, and making Gaming Great Again!
Feel free to go to the facebook album to download the pictures, and join the group as well – I post up all the videos I create there when they are done.
Everything you see in a 3d video game is a model that is textured. So one of the most important skills you can start to develop is modelling. Today, we are going to start off slowly, with my MAGA Ship.
We’re learning how to change our layouts, how to bring in reference pictures to rotoscope our ships, and we’re learning all kinds of things in modelling – how to extrude, inset, join multiple items, and merge vertices to ensure everything is completely smooth.
After you model this, keep going. Find a tutorial and blueprints to make whatever you want to model. Remember, lateral is important, modelling a cup with Blender Guru’s beginner tutorials is a start, but modelling my spaceship helps you learn more, and then tackling something really interesting can help you take your modelling skills from a complete newbie to proficient. I would love to see something as complex as a star destroyer flying around the solar system.
The game development is going forward too, as you can see. While I have Trolly almost done, I just need to rework the hands a bit, and then start bringing in the legs and feet, so it shouldn’t take very long. I figure about 8 weeks to get him perfectly modelled, animated and worked on.
After that, for my viewers, I am going to model a head and a body for everybody, and myself.
Doing each character from scratch is just dumb. I never did that with SoftImage, I made templates for characters, but I am kinda of rusty.
It should shave so much work off of creating a character – because I’ll have a ready made body to work with. Then I’ll get right on to a female template and body.
I am learning quiet a lot though, and I’m really proud of the progress I’ve made in the past 4-5 months.
Thanks for supporting my work, it’s been a pleasure working with all of you so far.
Today, we are going to learn materials in Blender, by making our solar system look similar to our planets.
To do this, I am going to teach you how to change render settings and what these render settings are good for. Then I am going to show you how to apply materials and how to make the sun shine through those materials. I’m going to show you how to make planets look like they have an atmosphere, and I’m going to show you how to create clusters on a mesh that has a second material to ensure the Earth has oceans and land masses.
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What a Birthday week I had. Everything worked out like clockwork in my life, including my channel. I’m over 4000 views on my channel. When I sat down, thinking about what my targets for views, I didn’t expect the sheer amount of support I would get, I was hoping for 5k views by May. If I keep going, I should have that by the first two weeks of March, if not sooner. Thank you guys! While I’m talking about that – feel free to come over to my channel teaching game development – BitChute – https://www.bitchute.com/channel/makegamesgreatagain/.
This week, I went through –
Blender Tutorial 2 – Blender Solar System placement –
Development on my game has been going, slowly but surely. I have one of the main character’s face done – Trolly McPatrairchy, pictured below. The cross is an eye target, and yes, it does make the eyes move wherever I put it. I’ve got the sketches for Based Stickman done, and most of the writing is done for the characters. Within the next couple of weeks, I’ll be just drawing concepts for the game, instead of always being in the GDM so much, and it looks like 3 weeks to model a character, and I’d expect a week for texturing and 1 week for rigging the character. After that, I’ll make a Trolly trailer.
Don’t forget to share this post with others. It gets my work out there.
I know this link is off topic, but if you want a real laugh today – https://twitter.com/aja_cortes/status/1098710614057222146?s=21 – this guy is giving women advice on how to be women, and it’s just as funny as it sounds. And his name, I thought it was our favourite politician, Alexandria Ocasio-Cortez for a moment, but now, some guy who is just as stupid as her.
Here’s to another amazing week in Make Gaming Great Again!
They say timing is everything in game design, comedy, and so many other things, but framing is often forgotten. Putting characters and objects in the right position, to grab the attention of your audience is so important in all kinds of art. But how do we do it – by framing and using some tools I haven’t mentioned yet.
First, is the rules of thirds. Especially with digital art, putting a rules of thirds image in front of everything, it is so important. It allows you to place things properly, because nothing is more boring than putting something right in the middle. Always keep your dominant feature off to the side. Especially something like a tree. Imagine, you turn the corner on a huge hill, and see a fantastic mystical tree where a player needs to go, and the tree is just to the left side, and the branches go off to the right, obscuring the sky. That is possible with gaming.
Framing gives a sense of story, whether it is the subtle heart beat I gave Trolly and Trollette, romantically holding each other, looking into each other’s faces, or my renders of planet earth – one in the upper corner, teasing the start of something coming to Earth, or the render where it is the bottom corner, teasing a great journey is about to start.
Framing is everything that makes this happen. Once you get use to these principles, you don’t even need to think about them, they happen naturally (BTW, I drew the embrace before I downloaded the grid and golden ratio curve).
I finally figured it out tonight, something that was really bothering me with Blender – how to make a camera and spotlight focus on a focal point, which they could in SoftImage.
I show how to use parenting and constraints to make the camera and lighting to aim for a focal point, no matter where you put it, to give the maximum amount of control over your lighting and your cameras.