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Showing posts with the label Blender

Skinned/Deformation Rigs: Your Pro Guide! (Rewrite)

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952×317 20.9 KB What This Post Includes:  Prerequisite Knowledge Fundamentals Of Building Rigs in Blender Resources You Will Need to Make This Work  The Two Rigs To Make Your Game POP! Single-Mesh Rigs Hybrid Rigs  Connecting The Two Applications: Blender To Roblox Exporting Skinned Rigs from Blender To Roblox Importing Skinned Rigs In Roblox Studio The OPEN SOURCE file you can get your hands on! The YouTube Tutorial By Me for People Who Are Stuck Prerequisite Knowledge Fundamentals Of Rig-Building in Blender Rig-Building in Blender is pretty easy, but crucial for making this tutorial work for you. Rigs in Blender are made of 2 basic parts,  Bone  and  Mesh . Both of which are one shortcut away. BEFORE YOU READ:  I am going to call some Terms before explaining them, as they might mean something else technically, and to make my tutorial clear.  Instance In the following post, I’m going to use the term “Instance” for every iteration of an object in ...

How to make an amazing low poly tree.

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  Hello Roblox Developers! This is my first community tutorial so hopefully I won’t make mistake! I am going to show you how to make an amazing low-poly tree in Blender (2.9). First, open Blender   . If you don’t have it, download it  here (Now for this tutorial, you might need to know some basics for example if I said switch to edit mode you would need to know how to do that.) Switch to edit mode! Do alt+Z  to enable x-ray mode. Delete all vertices but 1 so it should look like this: See that vertex?  Now click on the vertex and add a skin modifier and a subdivision-surface modifier. Got this?  Ok, Extrude up by pressing e followed by z and drag your mouse up to a “tree like” height. Good for starters, but tree trunks are not normally this straight! Grab to top vertex by clicking on it and pressing G. Then, move your mouse where you’d like to drag it. Then on the top vertex, extrude in the right direction to make 3 branches, all different lengths. Now,...