Blender Training for Ezimin Interactive Artists

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31 Οκτ 2013 (πριν από 3 χρόνια και 7 μήνες)

75 εμφανίσεις

Blender Training

for Ezimin Interactive Artists


Useful links:

An entire Blender course online (free):

http://gryllus.net/Blender/3D.html


Material
s

setup
:

http://www.katsbits.com/tutorials/blender/blender
-
basics
-
2.5
-
multiple
-
materials
-
textures
-
images.php


Curve Modifier:

http://www.youtube.com/watch?v=moryL
-
IiooA

Normal maps from models:

http://www.katsbits.com/tutorials/blender/baking
-
normal
-
maps
-
from
-
models.php


Making structures look aged:

http://www.katsbits.com/tutorials/blender/aging
-
models
-
using
-
sculpt
-
tool.php


Making skyboxes in blender:

http://www.katsbits.com/tutorials/blender/rendering
-
skybox
-
environment
-
maps.php


Keyboard Shortcuts for Blender:
http://www.katsbits.com/tutorials/blender/useful
-
keyboard
-
shortcuts.php


Alpha mask of leaves:

http://www.katsbits.com/tutorials/textures/making
-
alpha
-
mask
-
of
-
tree
-
leaves
-
from
-
photos.php


Normal map from images

(non
-
photo)
:

http://www.katsbits.com/tutorials/textures/making
-
normal
-
maps
-
from
-
images.php


Normal map from photos:

http://www.katsbits.com/tutorials/textur
es/how
-
not
-
to
-
make
-
normal
-
maps
-
from
-
photos
-
or
-
images.php


Making detailed trees (start to finish):

http://scotchtapeworm3d.wordpress.com/2010/10/06/tutor
ial
-
realistic
-
medium
-
poly
-
tree/


Making a subway tunnel:

http://www.blenderguru.com/create
-
an
-
underground
-
subway
-
scene
-
part
-
1
-
of
-
2/



Discussion Topics

1.

Basics of the

interface

a.

Viewports

(modes like 3d, uv editor…)

b.

Mouse controls

c.

File config

d.

Object hierarchy

e.

Various panels

f.

Transformations and the axis constraints

g.

Importing and exporting

(need to export to fbx for newest version of Unity,fsr)

h.

Polycounts (explain quads a
nd tris and how quads turn to tris in Unity)

i.

Property inspector

2.

Modeling

a.

Create primitive

b.

Edit primitive

(loop cuts, subdivisions, extrusions, moving verts, edges and faces)

c.

Create curve

d.

Edit curve

e.

Use modifiers (show curve modifier, mirror modifier, and
subsurface
, and clothing
)

f.

Apply modifier.

g.

Poly reducing.

h.

Show box modeling for characters

i.

Scultping tools

3.

Texturing

a.

Diffuse color

b.

UV unwrap, mark seams

c.

Export UV layout, paint in Gimp

d.

UV rewrap

e.

UV tweaks and settings

f.

Be sure artists know that
materials

in Blender do not import into Unity!!!!!

4.

Render

a.

Render settings

b.

Camera placement and preview

c.

Render output file path configuration

d.

Lighting and the effect on renders

5.

Armature

a.

Create armature

(put in xray mode. Show bone modes)

b.

Edit, then extrude

c.

Constraints on bones (ik, parenting)

d.

Roll along z axis

e.

Parent bones to mesh with auto weight

f.

Manual weighting

g.

Setting up vertex groups

h.

Testing for proper deformation

6.

Animation

a.

Action editor basics

(pose mode, NLA, action editor)

b.

Setting keyframes

c.

Facial an
imation and phonemes

d.

Control bones

e.

Mocap mention

f.

Naming sequences, how unity imports sequences

g.

Object level animation

h.

Morph animation

7.

Particles

a.

Settings

b.

Hair

c.

Physics effects

8.

Make sure the artists have a blenderartists.org forum account.

9.

Various tips

a.

Before

you invest a lot of time into a model, make sure that you know how to do all the
basic steps on very simple use cases first. It is far better to learn a new technique on a
simple model in a separate test file than to try it out on a complex model that yo
u are
invested in!

b.

Be careful to examine your modeling from multiple angles. You never know what
mistake you might have made due to a looking from just one angle

c.

If you think you’ve selected just one vertex, make sure that you didn’t really select 2
that
are very close together

d.

Sometimes being sloppy with the model at the beginning can cost you a lot of time and
quality later on in the development of the model. Learn to work clean from the start.

e.

Be really careful about accidentally selecting verts that
are in the rear of the model
when working in the front.

f.

If some keyboard shortcut doesn’t do what you expect, check to see what mode you’re
in. You might find that you are currently in edit mode, and the action you’re trying to
perform is only available in

pose mode!


Unity Programming training for Ezimin Interactive Programmers

1.

Ezimin’s game file organization

2.

ORK events and interactions

3.

ORK project settings

4.

ORK gui setup


we need to decide what our standards for resolution will be.

5.

Importing unitypackages

and the dangers of it.

6.

How to commit unity safely with SVN

7.

How to collaborate with the binary files until Unity 3.5 comes out with the text
-
based scene files

8.

Limitations of Unity indy vs. Unity Pro

9.

Limitations of Unity in general and Unity’s current roadm
ap

10.

Show Feedback.unity.com and how to use it.

11.

Make sure our programmers have forum accounts with unity3d.org

12.

Show the starter kits on the unity website

13.

Discuss camera issues and show some of the code changes I had to make to get the character
switching to
work

14.

Sound

a.

Ogg vorbis format

b.

2d vs. 3d sound

c.

Code for how to start and stop sound, including ork code

15.

Cover prefabs,
gizmos, shaders, significance of the plugins folder, input settings, how to set a
skycube, how to add scenes to the build, how to create va
rious types of builds

16.

Various programming ideas

a.

We need to decide if we’ll use both c# and js or just c#.

b.

Update, FixedUpdate, triggers, raycasts

17.

Debugging

a.

Showing gizmos and trace panel when running the game

b.

How to use the console for tracing statements

c.

Setting mask to default if the camera spins out of control

d.

Video tuts on rpg
-
kit.com and the ork documentation

e.

Unity answers and gamedev.stackexchange and stackoverflow

f.

Video tuts on 3Dbuzz for the camera control

g.