How to prepare images for your first video game.

May8

1.When in Photoshop open you image File > Open
2. Unlock you background buy double clinking on your first layer
3.  Select Magic Wand tool from your tool palette (it could be hiding under Quick selection tool)
delete your background
4. Re size you image to 32 px. by 32 px. Image > Image size

If you image is in a shape of a rectangle then set the longest side to 32 px.
Create a new document  32 px. by 32 px.
Drag your original image in to this document

5. when you done editing your image you have to save it as a png.
File >Save for web and devises, chose png format and Save your image

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Hexagon Tutorial: Spine

April10

Spine

scpine 3d

Step 1:
We will be creating a spinal tail similar to the Alien movies and numerous other science fiction settings.
Start with simple vertebrae object.
It doesn’t have to be medically accurate just similar.

1

Step 2:
We will use the Multiple Copy tool found in the Utilities tab.
Depending on the length of your tail enter the number of copies you require and the amount each copy will be offset from the last I used twenty copies and enough offset to give the appearance of connective tissue between the segments.

2

Step 3:
In the Scene palette open the new group, ensure all the segments are highlighted and then use the Weld tool in the Surface modeling tab to create a single object.

3

Step 4:
With the single form still selected we will use the Taper tool found in the Utilities tab in the reformer dropdown menu.
Select the axis required and scale down one end of the group to form a tapered end and validate.

4

Step 5:
Create a s-curve with one of either the interpolated, spline, or Bezier curve tools found in the Lines tab.
Increase the smoothing of the line in the Vertex modeling tab to increase the number of points over the line.

5

Step 6:
With the tapered vertebrae group selected use the Bend tool found in the Utilities tab and then select your curve.
You should now have the bent the vertebrae into the s-shape you created.

6

tab and then select your curve.
You should now have the bent the vertebrae into the s-shape you created.
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Hexagon Tutorial: Chain

April3

Chain

Step 1:
From the 3d Primitive tab create a grid with six vertical polygons and 10 horizontal polygons.

1

Step 2:
Select the corner and center points shown using soft selection (keyboard shortcut F) and scale them in to form the rough shape of the link.

2

Step3:
Continue adjusting points until the outline is in shape then select the center points shown.

3

Step 4:
Delete the points to form the holes for the pins.
Adjust the points around the new holes into a circular shape.

4

Step 5:
We will now give thickness to our grid by opening the Surface modeling tab and selecting the Thickness tool.

5

Step 6:
Select the edge loops shown and use Extract Around Edge tool found in the Vertex modeling tab to form a tight crease when smoothing is applied.
New in Hexagon 2 is the ability to create breaks (creases) in smoothing.

6

Step 7:
Copy and paste the link three times and position them as shown below.
Two will be inset of the others.

7

Step 8:
Create two cylinders from the 3d Primitives tab and position them in the holes ensuring they are long enough to pass through each side.
Group together all the pieces we have made and weld them together using the Weld too found in the Surface modeling tab.
From this one unified piece you can now create a chain in any shape you require using the same technique illustrated in the Tank Track tutorial.

8

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Hexagon Tutorial: Tank track

March27

A Tank Track

Step 1:
Create a curved line using the interpolated, spline, or Bezier tools found in the Line tab.
One thing to keep in mind is to create a little deflection in the top line to simulate the weight of the treads.
We will be using this curve just for shape so point placement is unimportant.

1

Step 2:
Now create a straight Polyline found in the Lines tab roughly twice as long as the closed loop we just made.
After it is made go to the vertex modeling tab and increase the smoothing on the
polyline until the number of points equal how many treads you desire.

2

Step 3:
With the polyline selected open the Utilities tab, select the Bend tool and then select the closed curve we made for our outline.
This will bend the polyline into its shape but will retain the polylines evenly spaced points.
This is important since it is a mechanical item repeated continuously.

3

Step 4:
Select the single track link we started with and then open the Utilities tab, select the Copy on Support tool and then select our curved polyline.
The Properties panel will allow you to change the axis, scaling and rotation to fit the replicated track together.

4

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Hexagon Tutorial: Phone Cord

March20

A Phone Coil Cord

Step1:
-To bend the helix into the U-shape we require we will create a u-shape line with either the interpolated curve, spline curve or bezier curve all found in the Lines tab.
-The most important thing is to have a large quantity of points on our guide curve for the bend to look its best.
-You can add points to a line by increasing the smoothing in the Vertex modeling tab.
-A helpful tip is to think of each point providing influence to the object being bent so the more the better

1

Step2:
-Select the helix we made in step one, then select the Bend tool found in the Utilities tab and select the u-shaped line we created to be the guide.
-You should now have bent the helix into the shape of the guide we created.
-If the geometry of the helix looks jagged or skewed then increase the number of points in the guide curve we created by increasing the smoothing further until a smooth bend over the entire length is achieved.

2

Step3:
-With the helix selected add Thickness to it by using the Thickness tool in the Surface tab until satisfied with the result.

3

Step4:
-To position the cord ends to the phone select the vertices on one end and use Soft Selection with a large radius(keyboard shortcut F) to move the end position.
-Repeat for the opposite end.

4

Step5:
-Congratulations you now have a simple coil cord for attaching a handset to a receiver.

5

To bend the helix into the U-shape we require we will create a u-shape line with
either the interpolated curve, spline curve or bezier curve all found in the Lines tab.
The most important thing is to have a large quantity of points on our guide curve
for the bend to look its best.
You can add points to a line by increasing the smoothing in the Vertex modeling
tab.
A helpful tip is to think of each point providing influence to the object being
bent so the more the better
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Hexagon Tutorial: Text

March13

Bending a text

Step1:
-To create curved 3d text in hexagon let’s start by inserting a Text 3d object found in the 3d Primitives tab

1

Step2:
-When text is created in Hexagon each character becomes an individual object in a single group as shown below on the left.
-For the bend tool to affect the entire string we need a single object. To make the characters into a single object expand the group in the scene palette ensuring all the characters are highlighted and then select the Weld tool from Surface modeling tab.
-You should now have a single form as shown on the right.

2

Step3:
-Create a curve for the letters to be bent along from the Lines tab.

3

Step4:
-Select the text object and then use the Bend tool in the Utilities tab and select the curve.  The middle example shows some distortion of the characters caused by an insufficient number of points in the curve.
-Increase the smoothing in the Vertex modeling tab for a smoother and distortion free bend deformation as shown in the bottom example.

4

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Hexagon Tutorial: Necklace

March6

A Necklace

Step1:
-Create a cube and scale one axis into a rectangle.
-Tesselate around the center of the cube using keyboard shortcut “X”
-Scale down one side to thin out the profile somewhat.
-Select the four poly faces on the long sides and preform a radial sweep from the Vertex Modeling tab.
-Select select the new inset faces and use the bridge tool found in the Vertex Modeling tab to connect them.
-Apply smoothing and we have created a single link for our chain.

1

Step2:
-Create a circle with half the number of points equal to the number of links you want in your chain from the Lines tab.

2

Step3:
-Select the link and in the Utilities tab choose the Copy on Support tool then select the circle line.
-You may have to adjust the scale of the link in the properties palette so when we create the alternate links they appear linked together.

3

Step4:
Rotate the link 90 degrees and then use the Copy on Support function again.  We have now made the alternate links for our chain.

4

Step5:
-Select one of the groups and rotate until the individual links appear to alternate and are linked together.
-The select both groups and weld them together using the Weld tool in the Surface modeling tab.

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Step6:
With smoothing applied we can see now that we have what appears to be a continuous chain of alternating links.

6

Step7:
-Create an arc similar to the one shown above using the Arc tool in the Lines tab similar to the one shown below.  We are going to deform the necklace using the arc as a path.
-Ensure there are sufficient points in the arc to give a gradual deformation to the chain (40+), insufficient points will give an undesirable jagged look to the chain mesh.

7

Step8:
-Select the chain and then open the Utilities tab, select the Bend tool and then select the arc.
-We have now bent the chain along the profile of the arc giving a pleasing arc to the chain.

8

Step9:
A rendered version of the chain we have just created with a simple pendant attached for decoration

9.

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Hexagon Tutorial: Alien Creature

February27

Alien Creature

Step1:
–The start is simple: create a  cube and apply two levels of  smoothing to it.
–Next select a face from the back, then extrude it with Fast Extrude. The tool is first selected by its icon in the Vertex modeling tab, then from there on by its keyboard shortcut, (Ctrl while face is selected).

Step2:
–Once the body is done, it is time to put a tail on our creature. For this, the simplest is to use the Sweep tool. Select the back polygon, then the  Sweep tool. An extraction of the polygon appears, following your mouse moves. With the right click (Ctrl+click on the Mac), you can modify the size of the new section.
–Create as many sections as you want, and validate with the Enter key.

Step3:
–For creating the corns on the head, the  Sweep tool is used again, but this time with a selection of points.
–In  Select points mode, select the first point, and then with Shift, select the second.

Step4:
1Now take the  Sweep tool. Unlike the tail, which had only one polygons, the corns are made from just two points, and Hexagon extrudes in a mirrored fashion.

Step5:
–If necessary, again use the click+right during the Sweep to  modify the radius of the extrusion.
–Validate the tool at the end of the last section.

Step6:
–For the feet, use the same technique as the horns: multi selection of points, then take the Sweep tool, and modify the  size with a click+right.
–During the operation, press the Space bar repeatedly, to cycle through the options of extrusion and see the results.

Step7:
–Now that the body is done, it is time to polish the form a  bit.
–In the Tool options palette of the 3D manipulator, (Universal  manipulator in the video) activate the Soft Selection option: it  lets you modify the form with more delicacy.
–Modify  the  radius  of  influence  of  the  soft  selection,  and  make as many modifications as you want, until you are happy  with your creature!

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Hexagon Tutorial:Carafe

February20

Carafe

Step1:
–Before you start, choose Full DG in the Dynamic Geometry palette.
–To start off the carafe, you will first make the curves that will construct it. A section (the base) and a profile will be needed. For the section, start off with a  circle, and select one point out of two using the 1/n tool, in  Select point mode.
–With the  scale manipulator, change the scale to make a star shape.

Step2:
–Draw a profile with the  curve tool: you will be able to come back and edit the curve after, thanks to the Dynamic Geometry.

Step3:
–Once these two curves are finished, you will connect them for a better extrusion.
–Select the profile, then the  Snap/align tool. Click on the point at the base of the profile, then on one of the quarter points of the base circle. The profile snaps to it!

Step4:
–Select the base section, then select the  Extrude tool, then click on the profile. The form appears. Before validating the tool, click under the carafe on the white outline that indicates an opening, to close the bottom. Validate the tool

Step5:
–To further modify the control curves of your carafe, use the Stretch tool , in the Utilities tab.

Step6:
–To make the carafe more realistic, you can give it a constant thickness by selecting the  Thickness tool.
–Validate the tool after you choose your thickness with the +/- keys.

Step7:
–Now, apply a deformation to your carafe. Select the Twister tool, and move the yellow rectangle on the top of the bounding box to twist it a bit.
–If you want, use the other deformation tools: Taper and Bender.

Step8:
–A final touch is to add some  smoothing to give your carafe a softer look, with less polygons visible.
–If necessary, add a material to your object.

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Hexagon Tutorial:A Simple Window

February14

A Simple Window

Step1:
–Open the 3d Primitives tab and create a grid with a single polygon.

1

Step2:
–Select the single polygon and open the Vertex modeling tab.

–Select the Quad Tesselation tool from the Tesselate dropdown menu: This will automatically divide your poly into fourths.2

Step3:
–Select the vertices we have just created with the Quad tesselate tool and copy/paste them.

–Then open the surface modeling tab and select the Thickness tool. Change the number of points to four.3

Step4:
–Select your four polygon grid and use the Thickness tool again to create the glass for your window pane.
–Then select outer diameter polygons and copy/paste them as well and scale slightly so they are deeper to form the window frame.

4

Step5:
–With the frame polygons selected use the Thickness tool again to grow the frame outward.

Step6:
–Position the cross piece back to the center of the window pane and we are finished.
–Materials that are transparent can be added for the window glass.

6

Step7
–A simple render with our four pane window we just created.

7

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