to make this example you need to know basic of modeling like extending faces / merge vertexes / (move vertex / edge / face) / etc.

Preview

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Step 1 - Prepare

  • Open Blender with new Scene

  • Add a simple Cube. To make it press shift-a and select Cube

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  • “t” key open tool window. let’s open it and set x-mirror ON

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  • Subdivide this cube to get more faces

    • this can be also done via modifiers → subdivision surface (it will be later)

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  • “n” key open second toolbar with useable options. let’s load an example image to help us build Warg. I found a nice warg image on devian art.

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  • make simple Warg Shape like on images

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Step 2 - Modeling

  • in tool window(“t”) is a smooth tool that can help model the warg.

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  • to easly add edge loop use “loop cut and slide” tool that work that way:

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  • Go to modifiers and add Mirror surface

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  • add some details like eyes / etc.

need to know how to use extend faces(key “e) and merge extended face.

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  • to use smooth shading just set it in tool window.

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  • Apply modifier. just press “Apply” button in Mirror modifier.

  • Remove doubles (it removes vertexes that are too close each other).

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Step 2 - Armature

  • Shift-a and add armature in Object Mode.

shift-a to add a bone in Edit Mode

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tail should be done in other way. Start to build skeleton from start of the tail (not end)

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  • Show names and change armature view (if you like)

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  • set Names for bones (via properties window or “n” option window)

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  • Select left side bones only, press shift-d to copy them, and make mirror. Remember to have cursor in 0,0,0 and have settings like on image (if not then you will need just to move copied bones manually)

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  • Press “w” and select “flip names”

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  • In Object Mode:

    • Select Model

    • With SHIFT select armature

    • Press “p” and select “with automatic weights”

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  • Try move a leg in Pose Mode

Pose Mode work like Edit mode, use “r to rotate a bone. using “x/“y/“z after “g/“r/“s will also work here like everything else.

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  • Go to Animation View

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  • Add a new action

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  • Select all bones in Pose Mode and apply location / rottion / scale. To do it press “i” and select it like on image:

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alt-r / alt-g / alt-s – clear rotation / location / scale

  • there is possibility to copy poses

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  • and also to copy them in mirrored pose

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  • in action editor you can easly remove / move / scale frames

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  • If animation work not linear (and you don’t like it), then you can change it in Curve editor window

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  • Thats all for Animations, for more just Read JME wiki / documentation.

Step 2 - Texturing

  • Move armature to second layer. press “m” to make it.

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  • In edit mode, need to mark seam on Edges to prepare model for texturing. press ctrl-e to make it.

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  • do it similar to this (or you can make it better):

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  • Press “u” and select first option “unwrap”

  • In UV window you can minimize stretch (minimize stretch change with mouse wheele).

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  • make a 2 geometries for model:

    • body (contains faces for body)

    • eyes (containes faces for eyes)

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  • for eyes you can use “Sphere projection for unwrap”

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  • Select texture image

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  • under “n” option window, set like on image to see texture. (ViewPort need to be set as solid, ViewPort is near Object/Edit select)

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  • Just make texture of model (using Texture Mode – where Object / edit mode is)

under “t tools you can change color / size / etc of brush

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  • Using 2d tool like Gimp / Photoshop, use filter/modifier to get nice looking skin

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  • Now only need to export via Ogre Mesh or just via Blend file (using SDK).

  • For eyes and body, use separated j3m files, then set them in SceneComposer.

also don’t forget about NLA editor and set off envelopes to make animations work!

here are docs:

  • Done!