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History: DCC Tutorials

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            {TRANSCLUDE(page="Layout_box9", img="814", title="Artist & Content Creation Tutorials")}
These tutorials are for the 3D Artist in all of us. Here you can learn how to create levels, models, and textures for your games.  Look at the ((Assembling a production pipeline)) page to learn about DCC tools and exporters, or ((DCC Resources)) for external links.{TRANSCLUDE}
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{BOX(class="Layout_box11", title="Modeling", width="100%")}
{CUT(colsize=5%|70%)}{IMG(fileId="1221")}{IMG}{DIV(class="bigBold")}Tutorials on a wide variety of topics about 3D modeling: exporting content to OGRE, animating, texturing, etc.{DIV}{CUT}
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*((ArtisticallyDisabled|3DSMax to OGRE)): Step by Step How-To Tutorial.
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=10040|Rigging skinning and exporting from 3dsMax]: A great 2 hour video tutorial for bittorrent download. Covers exporting a biped animated character from 3dsMax and using it in Ogre plus various other issues (top link is dead, scroll down).
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=4646|3D Studio Mesh Exporter tutorial]: A nice flash tutorial made by one of the modellers in the Critical Supply team: Chain (Rogne Media, Norway) - explaining how to model and texture and export from max using the Ogre Max Exporter: ''"primarily created for SpannerVorx' game project: Critical Supply - but also for the rest of the people out there using Ogre."''
*((Blender to Ogre|Blender to OGRE)): Step by Step How-To Tutorial.
*((Radiosity to texture baking)): Howto bake shadow information into texturemap.
*[http://bgdm.katorlegaz.com/lscm_tute/lscm_tute.htm|UV Mapping a Human Head Mesh Utilizing LSCM]: UV Mapping the easy way.
*[http://files.filefront.com/tutorialsrar/;6439361;;/fileinfo.html|Creating realistic low poly 3D trees, under 500 polys]: Using 3ds max and Ogre's billboarding system, this tutorial will show you  how to model and import your own trees, of a high quality; you have all you need in the archive on FileFront, until the server is back up.
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__Animation__
*((MultiBIPSkeleton)): Combine multiple 3DSMax BIP animations.
*[http://www-public.tu-bs.de:8080/~y0007777/Ogre3D/Tutorial.pdf|Blender to Ogre3D Vertex Animation Export]: Vertex animation tutorial.
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{BOX(class="Layout_box11", title="Materials and Shaders", width="100%")}
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{DIV(class="bigBold")}Tutorials about OGRE materials and OGRE compatible shaders.{DIV}{CUT}
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*((Materials)): Glass, Steel, Bump map, etc .material examples.
*((Faking HDR)): How to achieve HDR on non-HDR-capable hardware.
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{BOX(class="Layout_box11", title="Textures", width="100%")}
{CUT(colsize=5%|70%)}{IMG(fileId="1493")}{IMG}
{DIV(class="bigBold")}Creating textures.{DIV}{CUT}
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*((Ogre Terrain Textures)): How to create terrain textures - diffuse_specular and normal_height.
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{BOX(class="Layout_box11", title="World design", width="100%")}
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{DIV(class="bigBold")}These tutorials cover specific aspects on the art of creating virtual worlds: terrain generation, skyboxes, level design, etc.{DIV}{CUT}
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*((3dsmax Heightmaps|3dsMax and Ogre: Issue 1)): Generating Terrain for Ogre using Max.
*((Skyboxes)): Methods for creating skyboxes.
*[http://forum.pnp-terraincreator.com/viewtopic.php?f=15&t=454|Ogre3D export with splatting shader] : Exporting from PnP TerrainCreator to Ogre.
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__Level Design__
*((Bsp making)): How to make a BSP file with your favorite 3D Program.
*((How to create BSP files using GtkRadiant|GtkRadiant to OGRE)): How to create BSP files with GtkRadiant and q3map2
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{BOX(class="Layout_box11", title="Fonts", width="100%")}
{CUT(colsize=5%|70%)}{IMG(fileId="1002")}{IMG}
{DIV(class="bigBold")}Tutorials on texture-based fonts used in OGRE.{DIV}{CUT}
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*((Outlined Fonts)): How to create nice outlined fonts for use with Ogre
*((Image Based Fonts)): How to use image based fonts in OGRE - uncomplete
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Alias: (alias(DCC_Tutorials))