I was wondering why there is no exposure controls when “Blender Game” is selected in the “rendering engine” section in blender.

What I mean is that “exposure controls” can affect the lightening in the blender game engine, so.. could be good if that settings were visible when “Blender Game” is selected as a rendering engine.
Almost the same of the tutorial “How to´s – Light setup, mist settings and 2DFilters” but this time we use Multitexture instead of GLSL

Some one asked me about how to get the same look of an example in GLSL but with Multitexture, and here is how I do
- Do it in the same way as if you want to do it with GLSL in your objets.
- Once it is ready, wich in this case are the cube buildings and the ground, select the buildings enter in edit mode and add a new texture in the UV Image editor.
- Go to render buttons, then go to Bake Tab and select from the drop down menu “Full Render” and press it. A new image with all the details (texture and shadows) will be generated, then save it to a game folder.
- Repeat the same but now with other models, like the ground.
- Once finished, delete all materials from objects.
- Add new materials to each objetc (buildings and ground) and then put the textures, and don’t forget to set up the correct UV coordinates.
Tha’ts all
Youtube video here, watch in HD:
Feeling a bit lazy? then grab the blend here.
don´t know if there is a better way to do it, but if so, please comment
Prop based on the concept art of the game in progress Wasteland 2, made in Blender 2.56, 510 Tris
This are image renders of three guys (15-17 years old, with no 3d knowledge in any app) that have started a three month training at work, this is the fourth (and last) exercise:

Now is time to check out their organic skills, and push them to improve them.
Most of the guys have completed the four exercises, each one with a little more quality in the process, if you want to see the full threads on each exercise please go to the CGTrain forum, the feedback comments and overall the forum is in spanish.
Direct link to training section here:
cgtrain.mx/forum/index.php/board,10.0.html
Just in case you ask yourself about CGTrain, well.. this is a forum that I mounted to help other guys to improve their skills on every manner we can according to our experience, as well as to post some of our work in personal projects.
If you want to join, feel free to do it!
A friend asked me if I knew a way to generate curvature maps from normal maps directly in photoshop. I usually use CrazyBump or MindTex (I bought this, very useful and cheap) to edit/generate normal maps and curvature maps. Anyway here is a way to generate something similar to a curvature map, just in case you don’t have any of the apps mentioned and can’t afford to pay for any of them, just take into account that you will get better results with a specialized app .
The procedure is:
- Take the Red channel from normal map
- Paste into a another document, duplicate it and invert colors and change names (Red, Red inverted for example)
- Repeat steps 1 and 2 for the Green and Blue color channels, put them in the same document
- Set lighten blending mode on each layer.
- Modify the levels on each layer, input: 128, 1.0, 255 and output 128, 255 (I recorded an action, for more easy)
- Add/modify anything you need
Video here:
doesn’t even know how to make normal maps? take a look here
Article from Modwiki:
http://www.modwiki.net/wiki/Start_a_Specular_map_with_a_Normal_map
Skull in 3D made with blender, click and drag to rotate 3d model.
Here another video I recorded while I was making a basic 3d pillar in blender, this was for a Brazilian friend who wanted to see the full “making of”, it’s not perfect because it was made in about one hour and easily with a few more time could have better details and textures and model.
Screenshots here:

After receive some other questions about emissive maps in blender, I did this small videoutorial demonstrating the way I use to do it, hope it helps to anyone interested.
In case you don’t know what is an emissive map, read this:
An emissive map uses colours to simulate a glowing effect within the texture. The effect of an emissive map does not go beyond the limits of an object, and therefore cannot be used to generate glows around the rest of the scene or the surrounding objects. (Autodesk Wikihelp)








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