[WIP]Blender/CS Tutorial

Post » Tue May 17, 2011 11:21 am

I've recently learned how to make my Blender model files and turn them into the .nif file format. Now I know there aren't alot of people out there that don't use Blender for modelling, but I think that this tutorial can help beginner modder and even some of the advanced modders out there too.

First let's make a checklist of all of the tools that you will need to complete this tutorial:

1. NifScope
2. Blender 2.46 or higher
3. Blender .nif import/export scripts for Blender 2.46 or higher
4. DDS File Converter
5. These images http://i231.photobucket.com/albums/ee122/silver_fox_rival/tpztl.jpg http://i231.photobucket.com/albums/ee122/silver_fox_rival/Faceting%20Designs/blueice.gif

Right-click on them and then choose Save Picture As and put them where you can get to them. For best results, use this file directory sample: C:/Documents and Settings/your computer name/My Documents/My Pictures

***Warning: Blender 2.47 no longer supports .gif images. You will have to change the blueice.gif into .jpeg file format to finish this tutorial.

6. The Gimp 2.0

**Note: To find these tools just google them and you'll find them. Get the windows.exe version of the blender .nif import/export scripts as they are self extracting and you won't have to put them in the right folders once you open the downloaded file. Also, when you open the windows .exe of the scripts you will promted to download other things that help to fully install the scripts. Do that because those programs are required in order to finish installing the .nif scripts.

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Now that our checklist is complete we can start the tutorial.

This tutorial will help you to do the following things:


1. Learn how to transform a 2D picture into a 3D model.

2. Learn how to use the Materials and Textures Tab in Blender.

3. Learn how to use lighting and render your model in Blender.

4. Learn how to UV Map your model correctly.

5. Learn how to apply your own texture(s) to your model through NifScope.


Ok in this tutorial I will explain step for you to follow along and not get stuck or lost. If you happen to get stuck at one point in this tutorial, go back and repeat the last step until you finally get what I'm talking about.


Ok this will be a piece of cake. For this tutorial we will be making a 3D Gemstone model and getting it into the Construction Set. Here is a picture of what we’ll be making:
http://i231.photobucket.com/albums/ee122/silver_fox_rival/My%203D%20Gemstones/TealTopazII.jpg
Final Render

**Note: I'll make a separate section on how to make the prop that the gemstone is leaning up against.

Blender Hotkeys

In this tutorial, I'll list some of Blender's hotkeys that I will be using all through out this tutorial.

Tab -- Press this to in and out of Edit Mode.

S -- Press this to scale your model and objects on the X, Y, or Z axis.

S + X, Y, or Z -- Press the S key then X, Y, or Z to scale along the axis of an object.

E -- Press this to extrude the selected vertex/edge on the X, Y, or Z axis in Edit Mode.

E + X, Y, or Z -- Press the E key then X, Y, or Z to scale along the axis of an object.

Spacebar -- Press this to make a sub-menu come up allowing you to choose to add a mesh-type, camera, lighting, etc.

F -- Press this make faces/edges on your model in Edit Mode.

Shift + F -- Hold Shift, then press F to make a face on your model that has more than four selected vertices in Edit Mode.

W -- Press this to make a sub-menu come up allowing you to choose to sub-divide selected vertices, etc in Edit Mode.

M -- Press this to move objects from one render layer to the next and so on.

Alt + M -- Hold Alt, then press M to bring up a sub-menu allowing you to choose to merge selceted vertices into one main vertex on a model in Edit Mode.

A -- Press this to select/deselect objects.

B -- Press this to draw a bounding box around objects in Edit Mode.

F5 -- Press this to bring up the Materials Tab.

F6 -- Press this to bring up the Textures Tab.

F10 -- Press this to bring up the Render Tab.

F12 -- Press this to Render your models, scenes, etc.

That is just a few of Blender’s Hotkeys. As I go through this tutorial I’ll tell you what key(s) to hit and give a brief explanation of what effect it has on the model. Now, on to creating that lovely gem and getting it into the CS!

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Turning A 2D Image Into A 3D Model
Constructing the Cutlet and Pavilion


Open up Blender. To start off let’s get rid of that nasty little default cube. RMB click the default cube and hit the X key and Enter. You can delete anything you highlight/select with that key. So now your workspace should have the default lamp and the default camera.

Ok now let’s get that gemstone faceting design into Blender. Go View > Background Image > Use Background Image > Blend: 0 > Load >C:\Documents and Settings\ Name of your folder\My Documents\My Pictures (or where ever you put that image is fine)then choose blue ice.gif. Since the image is a .gif it should show up in Blender with a transparent background and blue lines.

Next hold down shift and the Middle Mouse Button to move the 3D view port window over a little to work with the bottom half of the image. The bottom half of the gem is to the right. Next we count the number of vertices (in this case the two lines that come to a point) around the bottom part of the gem design. So that’s 12 vertices that we counted. Next go Add > Mesh > Circle or press Spacebar > Add > Mesh > Circle. A little Menu will pop-up asking you how many vertices you want. Click on where it says 32 vertices and you should be able to type in the number of vertices you want. Type 12 and ignore the other two options, then click Ok. Your circle should end up where the crosshair is if you didn’t left-click anywhere on the 3D window.

The little pink dot in the middle of the crosshair is your Point of Origin. What that does is that it keeps your model in the center of the 3D viewport window along/on the X, Y, and Z axis. So when you go and try to rotate any object in Blender that’s where your point of view stays.

***If you run into to any trouble or messed up don't panic, just press Ctrl + Z to undo your mistakes. Ctrl + Y to redo your previous action.

Next let’s drag the circle over to the bottom half of the gem design by clicking on that little red arrow. That helps us to drag the circle over along the X axis. Now hit the A key to deselect all of the vertices.

Now select one of the vertices (RMB Right-Mouse Button click) and hit the G key to grab the vertex and place it over one of the image’s vertices (the two lines that come to a point). Repeat this for the other 9 vertices until all of the vertices are lined up with the image's vertices (the two lines that come to a point).

After you have all of the vertices in place select a vertex (RMB)and hit the E key to extrude the vertex to another one of the image’s inner vertices. Extrude the vertex that makes up the little diamond-shape in the image on the left side of the lower part of the bottom half of the gem. Use this as a reference guide:

http://i231.photobucket.com/albums/ee122/silver_fox_rival/Faceting%20Designs/blueice.gif

Now repeat this for the inner upper part (triangle-shape) of the bottom half of the gem. When you have all of the vertices in place it's time to make faces for the bottom half of the gem.

Next, we want to fill in the diamond-shape part of the lower part of the the gem (inner) with a face. To select mutiple vertices at one time, hold Shift and right-click. So select those four (4) vertices and hit the F key. Use this as a reference:

http://i231.photobucket.com/albums/ee122/silver_fox_rival/Faceting%20Designs/blueice.gif

Repeat the same step, when go to make a face hold Shift + F to make the face for the rest of the bottom half of the gem. Ok now here comes the part where you have to be very precise. So if you mess up just press Ctrl + Z do it over again until you get it just right.

**Note: To view you model from the top, press on the numpad 7. To view your model from the front or right side, press on the numpad 1 or numpad 3. To view your model at different angles, hold down the MMB (Middle Mouse Button). To view your model from the camera angle press on the numpad 0.

We want to view our mesh from the top. Press 7 on the numpad. Now select the inner two vertices on the mesh. Press 3 on the numpad to view our mesh from the front. Press and hold the LMB (Left Mouse Button) on the blue arrow and slightly pull down the selected vertices. Use a little realism when doing this because you don't want the gemstone looking crazy. Now when you've done that, switch to the top view and look at the mesh.

Press A to select all of the vertices. Now go to where it says Set Solid under the Links and Materials Tab. Press it and the mesh will become polygonal. After you made the mesh solid, move the newly created bottom half of the gem over the top half of the gem image.

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We want to view our mesh from the front again but, this time we will be extruding the outer vertices of the mesh.

**Remember: In cutting gemstones, there are five main parts that make up the gemstone. (1) The Cutlet; located at the tip of the bottom part of the gem (2) The Pavilion; located at above the cutlet and all around the sides of the bottom half of the gem (3) The Girdle; located in the middle of the gem (4) The Crown; located on top of the girdle and (5) The Table; located at the very top of the gem.

http://i231.photobucket.com/albums/ee122/silver_fox_rival/facets.gif

We already constructed the cutlet and the pavilion now it's time to construct the girdle part of this gem.

Constructing the Girdle

Next, press B. As soon as you press B, you'll get a crosshair with cooridinates numbers next to it. Hold the LMB down and draw a box around the upper vertices to select them. In doing this process, I'll save you the time and effort of holding down shift and right-clicking each vertex until all of them are selected. Anyways, press the E key and choose Extrude Edges Only. Slightly extrude the selected vertices along the Z axis. Always remember to apply realism to anything that you are modeling that is in real-life. Now that we've got that finished, time to construct the Crown and the Table.

Constructing the Crown and Table

Press Z to change the Draw Mode from Solid to Wireframe. Press 3 on the numpad to view our mesh from the front. Now press B to draw a box around the cutlet and pavilion and the first set of vertices that you extruded from to make the girdle. Make sure that have only the top part of the girdle's vertices deselected. Press H to hide the selected vertices. You should have the deselected vertices showing.

Press 7 on the numpad to view the top of our mesh. Repeat the step when you were constructing the pavilion and cutlet mentioned above in post #3. Use this reference to help guide you better:

http://i231.photobucket.com/albums/ee122/silver_fox_rival/Faceting%20Designs/blueice.gif

**Note: Make sure that you select four vertices at a time when creating your faces. If you there are three, then that's ok. The only face that has more vertices to highlight should be the table. It's less confusing and it also makes the gemstone look smoother like in the final render of our mesh.

Press Z to change the Draw Mode back to Solid. Now we are going to pull up the faces we just made, to finish the crown and table. You should be viewing the mesh from the top. Ok select the inner vertices near the top of our mesh. There should be two. Now change your view to the front (numpad 3) and use the blue arrow and slightly pull up the two selected vertices. Use realism or look at the diagram on the picture in the middle to get a just of how high to pull up the vertices. Select the other 7 vertices (not the ones you just pulled up) and repeat the same way you did the first two. Now your mesh should have the crown and the table of our mesh will be flat. If you need to change the drawing mode to wireframe to see how the table should look then do so. When your done with that, switch your view to the top.

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Press Alt + H to show the hidden vertices previously hidden. Press A to deselect all of the vertices, and take a good look at our mesh. Hold down the MMB to view our mesh from different angles to see what we've created. To reset our view just press 7 on the numpad. DO NOT PRESS NUMPAD 0!!! If you do, then the next part will be messed up, as you cannot see your background image as it will show up in the camera view and no where else! Believe me, I did that several times and got really mad because I couldn't see to apply the right colors to my mesh. I don't know why Blender does that, but it just does. :shrug: When your done with looking at your new mesh press Ctrl + W to save your work. Now it's time to apply some color and transparency to bring that gem to life! :twirl:


**Remember: When you get to a critical point in creating your mesh, always remember to save your work.


Materials and Textures

Bringing Your Gemstone To Life: Adding Color To Your Mesh

Now that were done in Edit Mode, we can go to Object Mode. Press TAB to exit Edit Mode. First off let start by dividing our 3D window into two 3D viewports. Move your cursor to the top until you see your cursor turn into a double arrow pointing up and down. Right-click when you see your cursor turn like this. A menu will pop up. Choose Split Area. Move the line that you see in the middle of the 3D window viewport and left-click. There! You now have two 3D window viewports. Now in order to make the gem look like the final render, switch your view to the top (numpad 7) in the left 3D window viewport. Next, press R to rotate the mesh until the bottom part of the mesh is towards the default camera. Next, switch your view to the front (numpad 3). Press R again and rotate the mesh at about 45 degrees towards you (that should be facing the default camera). Switch your view to the side (numpad 1). Press R and rotate the mesh towards the default camera. Switch your view to the camera (numpad 0). Now the mesh should be leaning to the side in some kind of way. Press R to rotate it until it is in the same position as in the final render. Don't be afraid to also use the user view to rotate from as that should help you too. Use this as a reference to get the gem sitting up.

http://i231.photobucket.com/albums/ee122/silver_fox_rival/My%203D%20Gemstones/TealTopazII.jpg

Now in the right 3D window viewport, go View > Background Image > Use Background Image > Blend: 0 > X Offset -10.45 > Load >C:\Documents and Settings\ Name of your folder\My Documents\My Pictures (or where ever you put the image is fine) then choose tpztl. Press F5 to bring up the Materials Tab. Under the Links and Pipelines tab click "Add New." From there you have many options to choose from at this point. I'll go though them as we continue on in this tutorial. For now, let's pay attention to the Color (Col), Spetacular (Spe), Mirror (Mir) Red, Blue, and Green sliders.

Ok for this next I want you to bear with me as much as possible because this part is kind of hard to explain without the use of pictures.

Preparing your Materials For Your Mesh

Under the Materials Tab, do you see the little box by the "Color" button? Click on it, and it will bring up a menu of different colors, R, B, G sliders, etc. and a handy little button labeled "Sample". Well that little handy button is what we are going to be using to add color to our mesh. First off, let's take a look at our Background Image. http://i231.photobucket.com/albums/ee122/silver_fox_rival/tpztl.jpg

**Important: The trick to getting a 3D Gemstone to look real, you have to pull the right colors from the gem. For example, in this image the darkest color of the gem is what I like to call your "base" color. No matter what other colors that is being added on to this color the gem color will always remain. The lightest color of this gem is what I like to call your "light refractor". When any type of lighting that is applied to this color, gives the gem some realism. Meaning that you can take and utilize this type of color and add special effects to it making it look flawless(e.g: *Glint Effects, slight highlights and so on.). The semi-lightest color on the gem is what I like to call "the touch-up color". The reason why I call it that is because that is the mirror (tint) color's crutch. That color is used to enhance the mirror of the gem as well as the rest. Last but not least, the bright color on the gem is what I like to call the mirror color. The mirror color is what gives the gem it's tint. The deeper the hue of this color, the more profound it becomes. The lighter the color, the more radiant it becomes.
(*explaination will come later)

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Now let add some color to our mesh. Under the Materials Tab, click the little box next to the slider that says "Col". Make sure that the Col button is pressed. The reason why is because there are different sliders for the Spectacular (Spe) and Mirror (Mir). Besides we are working on our "base color" on our gem. We'll get to the other sliders after we've finish with our base color.

Ok in the Col box under the Materials Tab enter this:

R: 0.082
G: 0.259
B: 0.341


Now let's take the pleasure of naming our material. Under Links and Pipeline Tab where is says Link to Object, click the box to name our material or just click the little car button that you see next to the X button and what that little button does is give an auto-name for your material (the name of the color cooridinates that you just entered above). If you auto-named it, it should say "SlateGrey".

Click the Spe button and then enter this:

R: 0.553
G: 0.859
B: 0.902


Click the Mir button and then enter this:

R: 0.106
G: 0.478
B: 0.569


***Remember: The Color of your mesh is the base color that will show up on your mesh in Edit Mode and Object Mode with the Draw Type "Solid". The Spectacular color of the mesh will show up when the appropriate lighting is added to the mesh. The Mirror color of the mesh will show up when you make your mesh transparent by moving the Alpha slider. The Alpha decides whether your mesh is "Opaque" (solid looking) or "Transparent" (invisible).

Now that we've finished adding the right colors to our mesh, it's time make this gem appear transparent.

Ok for this we need to see how all three (3) colors (base color, spectacular, and mirror) shows up on our mesh. Let's view our mesh from the camera angle (numpad 0). Press Shift +P (you should be in Object Mode). That brings up the Render Preview of our mesh before we actually do the final rendering of our gemstone.

**Note: If you pressed P by itself then you'll see a all Grey window with your mesh showing up looking lighter than the material we assigned to it. The mode that your are in is called the"Start Realtime Engine Mode". We won't be using any of that in this tutorial, so don't worry about that mode. Don't panic, just press ESC and that should take you back to the 3D window viewport that we were previously in.

Now, back to previewing our new mesh material. Now all you will be able to see is our Base Color and our Spectacular Color. From here on I'll give you the coordinates to plug-in for the next part in making our mesh transparent. If you wish to do a little experimenting of your own after you see the results of plugging the coordinates I just gave you, then remember to press Ctrl + Z to undo any of your experimenting and get back to following the tutorial.

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Ok kiddies let's continue this tutorial. Where I left off we were making our gem mesh appear transparent so we could see our Mirror Color. Under the Shaders Tab, enter this:

Oren-Nayar
Ref: 1.00
Roughness: 3.00 or move the slider to the max

Ward-Iso
Spec: 1.00
rms: 0.100

**Important: The effect that these two Diffuse Shaders have on our mesh is that (1) with Oren-Nayar, gives our gemstone special lighting effects that can be used to enhance our gem (the soft-glow look, highlights, etc.) (2) with Ward-Iso it gives our gemstone a reflective much like that of real glass or of course gemstone when intense light is concentrated on one spot of the gem. Like in this picture here:
http://i231.photobucket.com/albums/ee122/silver_fox_rival/My%203D%20Gemstones/HotPinkTopaz.jpg

Next, Under the Mirror Transparency Tab enter this:

Press the Ray Mirror Button

Depth: 10

RayMir: 0.56

Press the Ray Transparency Button

Depth: 10

IOR: 1.37

**Remember: The IOR of a gemstone (refraction) makes the gemstone appear realistic. For gems with more complex facet designs, you increase the IOR past 1.37. Depending on the original gem (raw version), the crystal system alone is usually considered when choosing the proper refraction for gem. What causes the gem to take on refraction, is the number of Axes in the gem's physical symmetric property. Axes come in various forms. From twofold symmetry, threefold symmetry, and so on. Here picture of what I'm talking about:

http://i231.photobucket.com/albums/ee122/silver_fox_rival/Faceting%20Designs/int1axis.gif
A Cube with 3 principal axes

Now in order to see our Mirror Color fully, the last thing we need to do is adjust the Alpha to 0.200. And there you have it! Our gem is now officially transparent! :cheer: Let's move on to adding the Mirror Color's crutch.

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Adding Lighting


Now before we get started on adding the Mirror Color's Crutch, let's take time to add lighting so we can see our gem mesh a little better.

Ok on this part bear with me because I have no pictures to show you where to place the lamps, I want you to use this picture as a reference.

***Note: It's best to save all of your work at this point. You may need to adjust your save options so Blender can save your file without numerous copies. Click on the two little grey button-like picture. Next click on bold lowercase i that is User Preferences. Next, click the Auto Save button and choose this option:

Auto Save Temp Files (this button should be already pressed)
Save Versions: 0

That lets you save without making several copies of the same file. I'm sorry I didn't mention this from the get go but better late then never huh? Anyways let's get back to the tutorial.

If you take a look at new transparent gem mesh you will notice that you will see more of the background color than our actual gem. The reason for that is because we need to apply more lighting so we can see everything on our final gemstone. Ok go Add > Lamp > Lamp. Now we added a new lamp to our 3D workspace. Ok here I'll explain some of the functions of our lamp we just added.

When you add a new lamp, if you notice, the panel that was previously there, has changed. What you are now looking at is the Lamp Options.

Here is what you'll see:

LA: Lamp.001 (lamp name by default; if you have more than one lamp, Blender will name it as: Lamp.002, Lamp.003, and so on)

Dist (this indicates the distance of the light of the lamp. By default, the standard lamp is set at a distance of 20.00. The higher the number, the closer the light will become. The lesser the number, the further away the light becomes)

Energy (this increases the intensity of the light. By default it is at 1.00. If you increase the lamp's energy, you will get a more concentrated stream of light)

[R, G, B sliders (this allows you to change the color of the lamp's light. You can also click on the white bar below the R,G,B sliders to choose from the color palette. By default, the color is white.

You'll pretty much see other options to the left and below of those options we just covered. In this tutorial, we won't be needing those options, so don't worry about them.

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For this part you will be needing, three (3) standard lamps and one (1) spotlight lamp. Make sure that you observe this reference picture carefully because this is pretty much where you need to become very precise in what your doing. This is how the lamps should be set up like (follow the smilies pattern, and closely look at the reference picture to try and match up the glare and the light of the lamp on each part of our gem mesh. Make sure you are viewing the mesh from the camera view (numpad 0) switching frequently between the top view (numpad 7),user view (MMB), and camera view.



(spotlight)
:smile:





:smile:
(lamp, mid behind the gem)



:smile:
(lamp, in front of the gem, near the bottom)


:smile:
(lamp, near the bottom, behind the gem)

Figure 1



http://i231.photobucket.com/albums/ee122/silver_fox_rival/My%203D%20Gemstones/TealTopazII.jpg

**Tip: When adding lighting to any of your projects, make sure to pay extra attention to detail. If you don't then your render of your final model will not look as good as you originally planned.

For the lamp in the mid, behind the gem, set the energy to 2.00
For the lamp near the bottom, behind the gem, set the energy to 2.00
For the lamp in front of the gem, near the bottom, set the energy to 1.00; dist 7.00

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As you guessed for the last standard lamp you needed to move the lamp a little bit away from the gem. Now let's take a quick look at our gem. Hit numpad 0 to switch to camera view. Now as you would observe in the render preview (Shift P) that our gem is looking slightly different than our reference picture in the right 3D viewport. That's because the there is one thing missing, the mirror color's crutch!

Let's now add the mirror color's crutch to our gem mesh. Hit F6 to bring up the Texture Tab. Click the Add New Button. Under that tab we see that there are many options to choose from. I'll explain what some of these options are.


TE:Tex.001 (Blender's default name for a new texture)

Texture Type (this allows you to choose from Blender's Procedural Textures)

[X] (deletes the previous texture)

http://i231.photobucket.com/albums/ee122/silver_fox_rival/Icon-1.jpg (Auto names the texture for you)

Now that you get an idea of what all of those options are, let's move on to add that mirror color's crutch.

Where it says Texture Type choose Clouds. Click the box where it says TE:Tex.001 and name our new texture, Lt. Teal Mist. Under the Clouds Tab move the Noise Size slider to the max or 2.000. Next, where it says Noise Depth, change it to 6. That creates a light mist needed for our texture. Now click on the red ball to return to the Links and Pipeline tab. Next let's go over to the Map To Tab. Under the Map To Tab, click the hot pink box and you should see a palette box pop up with a button that says Sample. Click that button.

Use this color to add to the Clouds texture:
http://i231.photobucket.com/albums/ee122/silver_fox_rival/tpztl-1.jpg
Where the red circle is. To adjust the image's size in Blender, go to View > Use Background Image > Size: 7.00

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I still have add the few steps to fully get your gem mesh into the CS. Please be very patient as I am also very busy between my Egyptian TC and Real Life.
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Tue May 17, 2011 10:09 am

Nice idea to make a tutorial for the community, but I fear this one will rather confuse the reader than lead him/ her to a better understanding of Blender. I've done a couple of tutorials in the past and people quit at much easier tasks than this one here.

First thing in any Blender tutorial that is dedicated to newbies as well is, give them a detailed instruction on how to install Blender and all other required apps like Python and PyFFI. We have people working on windows xp, vista and 7 at the moment and this might cause various issues on installation. Also always recommend to download the latest stable versions of all software. This would be Blender 2.49b, which works with Python 2.6x. PyFFI and Nifscripts should be up to date.

Not intending to take over this thread, but I can speak out of my experience that these kind of tutorials will cause people a lot of headaches. Best overwork this tutorials in terms of software requirements, maybe link to all needed software and idealy host it on a forum that allows you to have thumbnails or full screens. You should almost have more pictures than text, else people will get lost in Blender every 5 minutes! ;)
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Anna Krzyzanowska
 
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Joined: Thu Aug 03, 2006 3:08 am

Post » Tue May 17, 2011 11:17 am

Bookmarked! :foodndrink:

Aren't there separate tutorials for blender installation and many more for the basic workings of it? Though it's true that there needs to be more pictures.
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Manuela Ribeiro Pereira
 
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Post » Tue May 17, 2011 10:01 am

Bookmarked! :foodndrink:

Aren't there separate tutorials for blender installation and many more for the basic workings of it? Though it's true that there needs to be more pictures.



There are tutorials for almost everything, but the beginner will see this tutorial, download Blender and I bet my ass half of the people will get stuck just on installation. This causes a lot of frustration and some even quit Blender forever cause they're already fed up after this.
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Kaley X
 
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Joined: Wed Jul 05, 2006 5:46 pm

Post » Tue May 17, 2011 10:02 am

the beginner will see this tutorial, download Blender and I bet my ass half of the people will get stuck just on installation.

that's what happened, though not because of this tutorial :) (just got stuck on my own yesterday haha)
so yes, a link to an installation guide would be nice i guess (or just some instructions, it's not that difficult, if you know what to do)

thanks for the tutorial. will work through it when i have more time (distant future >_>)
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Jesus Sanchez
 
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Post » Tue May 17, 2011 6:38 am

If you click on the image links you'll get to what you are looking for.
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matt
 
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Post » Tue May 17, 2011 3:27 am

Really nice :) I'll read through it later, might be something in there that i've missed. Good use of color in the tutorial too, makes it easier to read.
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Mr.Broom30
 
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Post » Tue May 17, 2011 12:29 pm

Perhaps this should be part of that new manual on modding that had a thread posted.
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Chloé
 
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Post » Tue May 17, 2011 4:02 am

There are tutorials for almost everything, but the beginner will see this tutorial, download Blender and I bet my ass half of the people will get stuck just on installation. This causes a lot of frustration and some even quit Blender forever cause they're already fed up after this.



Hmmm... I admit that you are correct. Then I think that this tutorial should be put wherever the new modding bible is put, along with other tutorials that cover all of the ground that would need to be gone over before using this one is attempted. Links and directions would of course be put at the beginning.
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GLOW...
 
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