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ISSUE 14 | JAN 2008
Blender learning made easy
Making a Low Poly Character
Material Retouching
Creating Cartoony animation
Learning the BGE
Blender Game Networking
Case Study BRE
- Cristian Mihaescu ‘Hope for a dinner’
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CONTENTS
2
Gaurav Nawani gaurav@blenderart.org
Sandra Gilbert sandra@blenderart.org
Modeling & Rigging a Cartoon-looking Spider
8
Nam Pham
Gaurav, Sandra, Alex
Making a Low Poly Character from High Poly
15
Kevin Braun
Phillip Ryals
Bruce Westfall
Joshua Leung
Lynda Schemansky
Eric Pranausk
Noah Summers
Joshua Scotton
Mark Warren
Wade Bick
Patrick O'Donnell
Brian C. Treacy
Scott Hill
Henriel Veldtmann
Material Retouching using Node & Vertex Color
19
Creating a Cartoony animation with Blender
21
Learning the Blender Game Engine
23
Blender Game Networking
43
Brian Cordell Hynds
Brian Treacy
Husam Ibrahim
Igor Krianovskij
ititrx
John Buresh
Mal Duffin
Nanmo
Rogério Perdiz
Tobias Dahl Nielsen
Making of Orion Tear
50
Making of Tenage Duck
60
Making of Monkey Game Project
65
Cristian Mihaescu ‘Hope for a dinner’
Case Study Blender Realtime Engine
68
Issue 14 | Jan 2008 - Cartoon & GE
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EDITORIAL
3
Managing Editor
Even after years of using Blender, the wide scope of pos-
sibilities for creativity in Blender still amazes me. You
can create whatever you imagine, from cartoons to
games. And in this issue, it is that very diversity that we
are going to explore.
Growing up I was always fascinated by cartoons, and to
this day I still enjoy watching cartoons. Especially with all
the advancements in technology paving the way to ever
more amazing feats of animation possibilities.
3D modeling programs have changed the look of car-
toons and yet the basic concepts developed by the
“cartoon masters" remain the same. 3D programs, in-
cluding our beloved Blender, allow us the freedom to
create cartoons in any style that appeals to us. Some-
thing that, while possible, was far more difficult using
traditional "cel" techniques. From the "traditional" look to
anime, cartoons are becoming a popular medium of ar-
tistic expression.
As 3D animation becomes more popular, the line be-
tween cartoon and animation converges and continues to
blur, causing the two words to become interchangeable.
In fact with the growing number of full length 3D anima-
tion movies being produced, the definition of cartoon is
expanding as fast as the imaginative minds of the anima-
tors creating them. Decreasing costs of higher priced
modeling software and free programs like Blender let
anyone try their hand at creating their own cartoons and
animations, opening up the cartoon/animation field to a
new wave of young cartoon lovers and would be crea-
tors.
Building off the growing popularity of cartoons, games
are quickly becoming an artistic force in their own right.
These days, you can find games based on many popular
cartoons, animations and movies as well as original con-
cepts. In fact “gaming” has become a big industry with
growing opportunities for those skilled in modeling, tex-
turing and yes even character animation. Many game
companies are seriously in need of 3D artists, and I am
betting that need will continue to grow as technology
advances and the possibility for more graphic intense
games grows. Game creation uses a lot of the same skills
and talents as animation. Knowledge of modeling, textur-
ing and character animation is a great help whether you
are creating your first game masterpiece or your hun-
dredth.
Of special interest to us is the fact that Blender can be
used to either create your game assets for exporting to a
separate game engine or you can create games right
within Blender itself. The Blender Game Engine has seen
a great number of improvements over the years, leading
to a growing segment of our community learning to de-
velop game assets, demos and full games. As the com-
munity grows, solutions are being found, new techniques
are being created and ways to use Blender's logic bricks
more effectively both with and without additional Python
coding has led to a growing number of games being cre-
ated and released in the GE forums . The variety of games
being created is as imaginative as the artists that have
devoted their time to the GE.
So whether you are an animator, budding game creator
or simply curious about areas of Blender that you haven't
yet learned, we have you covered. We have gathered up
some really great articles to get your creativity up and
running.
Happy Blending!
www.blenderart.org
Issue 14 | Jan 2008 - Cartoon & GE
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IZZY SPEAKS : The Importance of Composition
4
Good composition can
make a boring image
stand out and make you
sit up and say 'Wow'!
After recently seeing Virgilio's blog post on composition
and framing, I realized that although I have known about
the "Rule of Thirds" for some time, that it was no longer
something I really thought about. Which is a shame, be-
cause good composition can make a boring image stand
out and make you sit up and say 'Wow'!
To a certain extent, a lot of artists use the 'Rule of Thirds'
subconsciously when they create their images, which
oddly enough isn't as strange as you would think. There
are certain proportions and placing of focus points that
humans just instinctively respond to. So quite a few of us
just place objects instinctively and move them around
until it 'looks' right.
But like so many things in life, taking a moment to con-
sider the impact of composition for your image or anima-
tion shots, can create a more dynamic image that fully
engages the viewer.
Realizing that composition was no longer a conscious deci-
sion when I sat down to create images, I went back and
looked at some of the images I have done over the years.
Not surprisingly, images that I was really pleased with
followed the 'Rule of Thirds' and images that never quite
seemed to work suffered from bad composition and a total
lack of focal point.
I found the exercise extremely enlightening and encourage
anyone seeking to improve their images and animations to
try it for themselves. When you are done looking at your
own images, try it with other images, remembering to look
a variety of images, both good and bad.
If you are not familiar with the 'Rule of Thirds', I suggest
you check out the following two articles. They both have
wonderful explanations and visual examples of excellent
compositional practices.
Game Engine Resources, Games and Demos
The Game Engine forum has a number of excellent tutori-
als and demos explaining various parts of the Game En-
gine, as well as methods to set up a number of different
types of games assets such as menus, Computer/enemy
AI, shooting projectiles, etc. The forums contain a wealth
of information that would be far too lengthy to list here.
So I am going to mention just a few that I have seen re-
cently that have caught my eye as extremely useful and
resourceful uses of GE abilities.
Official Documentation can be found on the
www.blenderart.org
Issue 14 | Jan 2008 - Cartoon & GE
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IZZY SPEAKS : The Importance of Composition
5
Good composition can
make a boring image
stand out and make you
sit up and say 'Wow'!
Sampling of Games and Demos currently in pro-
duction
More information and updated progress on these
games/demos can be found by clicking the listed links.
1st MBGP - Kart Racer! : actually a new learning
project that will last one month, at which point a
new project will be started.
My First RPG Game (by Rusty246)
www.blenderart.org
Issue 14 | Jan 2008 - Cartoon & GE
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