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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Browsing Archive: December, 2013

First Blender video tutorial, yes

Posted by Marius Oberholster on Tuesday, December 31, 2013, In : Tutorials 
Hey all!

This has been on my mind and heart for quite some time and I am very very happy announce that the first Blender video tutorial is up! You can find it and hopefully future ones in the navigation on the far right.


This one is like a twist on the QBT I did a while back on having multiple UV unwraps on a single object. Very simple tutorial, but this one takes it in a different angle; using a UV unwrap to twist your textures to fit your shape's goal.

I hope this video tutorial blesses you im...

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Painting sculptural detail

Posted by Marius Oberholster on Sunday, December 29, 2013, In : Quick Blog Tutorial 
Hey all!

I was given the idea for this one, but I wasn't sure if it was going to work. Experience should've eased my mind on this one already. GOD has never shown me anything to write here that didn't work.

HE showed me that you can literally paint in your normal influence and I was like: "Really?! No..." and tried it on Saturday night and sure enough! You can!

Here's a video of what it looks like in action:

(~89 MB, Ogg)

Now, basically, you do exactly what you would, when you want to paint a text...
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Parental Rigging

Posted by Marius Oberholster on Friday, December 27, 2013, In : Quick Blog Tutorial 
Hey all!

Back with another QBT. Possibly the last one for the year, but we'll see what GOD decides on this.

Okay, so, if you're new to the Game Engine, but not Blender, you would've probably done rigging using the armature modifier. Unfortunately, most of the modifiers, have 0 effect or influence as soon as you press P to start the game.

I was wondering then, well how in the world do people then rig a character if you can't rig a character, until I was shown in a tutorial how to do it. It wasn't...
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Keep your shadow on

Posted by Marius Oberholster on Tuesday, December 17, 2013, In : Quick Blog Tutorial 
Good day all!

Coming at you with another QBT today and yes, we're sticking to the BGE theme! Hey, soon we may have all the stuff set-up to make an entire game, front to back! haha

Now, I know a lot of you are very familiar with texture baking and have learned that you can even bake other things, like shadows and ambient occlusion, but this is not always practical. For example, if your game requires real-time shadows, then you need a sun lamp with shadows enabled, in order to have them.

This pres...
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What a milestone

Posted by Marius Oberholster on Thursday, December 12, 2013,
Hey everyone!

Today I get to share an experiment that's been on my heart and mind for a while. It is about animation and particle emission in the Blender Game Engine. Now, before you get all "there are no particles in the game engine!!! D< ", I want you to consider what particles really are; points of reference that an object or image is attached to, that is released from another object's surface, thus, there very much are particles in the Blender Game Engine. You just have to be clever about ...
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A new BGE Tutorial

Posted by Marius Oberholster on Monday, December 9, 2013, In : Tutorials 
Good day everyone!

I've been working on an amazing tool for the Blender Game Engine; a new tutorial! This one, is on Colours and Transparency in Actions!

- What does it talk about?
Kinda obviously just that, haha. I thought it was impossible to animate anything related to materials in actions until the code was added for it, but nope. It is very possible now!
Thank YOU JESUS for asking me to write this as well as giving a practical example in the tutorial below as well as for the one above! ...
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MercyMe - Shake

Posted by Marius Oberholster on Monday, December 9, 2013, In : General 
Hey all!

I'm currently working on a new tutorial that I really hope will surprise a lot of you like it did me, but while I'm working on it, I can't post any new content as there really is nothing to be posted that looks really good, haha. In addition, I am considering adding a shortcut for all the QBT's so far under the Blender Tutorials page, just like for the Blender Game Engine Tutorials page.

I do have something absolutely fantastic to share and that is one of MercyMe's new songs called Sha...
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Paper and art

Posted by Marius Oberholster on Friday, December 6, 2013, In : Just for fun 
Hey there everyone!

Today's post is one kind I have not been able to do for a while! So very excited!

Yesterday, a friend and I was talking about doing crumpled paper. Now, I was thinking he was talking about those balls of paper you make when you try to form an idea, then you don't like it, so you tear it off, crumple it and put it aside. But, he meant like paper that was crumpled then folded open again. Haha, anyway, so I said I would try it (before the misunderstanding was cleared up) and th...
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A quick tip - progressive scaling

Posted by Marius Oberholster on Wednesday, December 4, 2013, In : Quick Blog Tutorial 
Good day everyone!

Before I get to the tip, I'd just like to remind you guys that shared and liked the BGE page (which I really appreciate btw), that the URL to it has changed. So if you'd like to share the knowledge there and help others get started, just go here and share.

Thank you again!

Now, onto the tip. In the Game Engine, you have what is known as an action actuator. This tool allows us to trigger separate animations on characters, like crouching, ducking, rolling, etc. But! This tool ca...
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Anti-aliasing with NVidia and Blender

Posted by Marius Oberholster on Monday, December 2, 2013, In : Quick Blog Tutorial 
Hey all!

This post is a bit more toward the game developer than the gamer and that is anti-aliasing in Blender's Game Engine.
Nvidia has in it's control panel, something called: "Let the 3D application decide". While this may work for exe games, I found that on my PC, this does nothing with Blender and keeps it as aliased as the day is long, haha.

In order to fix this, you have to make the card's control panel decide the quality level, and from there, Blender can turn it off or on, however it is...
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