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Tag "Modelling"  (0 - 30 of 96)
Key refinements!

Key refinements!

News

This week we added a few animated keys and worked on key selection and switching!

My MagicaVoxel → Unity Process: A Tutorial on How to Import Voxel Models into Unity

My MagicaVoxel → Unity Process: A Tutorial on How to Import Voxel Models into Unity

Tutorial

Importing voxel models into Unity is not the most optimized process. But, we have a fairly streamlined method that has worked for us, and we felt like...

Making graphics for ATP #7

Making graphics for ATP #7

News

About creating hard-surface models in Blender, texturing them in Substance and animating them in Unity.

Making graphics for ATP #6

Making graphics for ATP #6

News

How I managed to handle models with transparent and emissive surfaces in Blender, Substance and Unity. We will create grid models, generate translucent...

Making graphics for ATP #5

Making graphics for ATP #5

News

Basic modelling and storytelling with Blender. Also editing filters manually in Substance, toying with Unity’s 2D-physics as well as dealing with material...

Making graphics for ATP #4

Making graphics for ATP #4

News

This time I’ll take the models and textures into Unity, and put them together. We’ll be talking about game objects, transformations, materials and...

Making graphics for ATP #3

Making graphics for ATP #3

News

Texturing the base model with Substance. Includes my workflow description as well as some tutorial elements.

Making graphics for ATP #2

Making graphics for ATP #2

News

Creating the base model geometry with Blender. Includes my workflow description as well as some tutorial elements.

Making graphics for ATP #1: Prelude

Making graphics for ATP #1: Prelude

News

An introduction to beginner's adventures in modelling and texturing.

Breeze of Chimes - Our 3D Art and Models!!

Breeze of Chimes - Our 3D Art and Models!!

News

In today's post we will give you all some information about our game's 3D Art, and how it's progress is going!

Broken Stone

Broken Stone

News

In which an exterior gains doors and foliage; a rockfall blocks an entrance; a shader-set is slightly enhanced; a second entrance is likely completed...

Passages and Paths

Passages and Paths

News

In which interiors are worked on; an exterior is likewise; level-exits and a trigger are put in place; simple path-finding is implemented (but yet buggy...

Bright Walls

Bright Walls

News

In which broken-stone geometry gains edging; other geometry is touched-up; chiselled, speckled stone is textured; a chamber is plated in shining gold...

New Character in Cinderstone and Teaser

New Character in Cinderstone and Teaser

News

A new character is coming to Cinderstone in a new teaser. Alongside a lot of new improvements.

Tables and What's Upon Them

Tables and What's Upon Them

News

In which tables and their contents are detailed; a doorframe is made to fit its surroundings; interactions--some yet stubs--are added; a surrounding view...

Map-Making

Map-Making

News

In which papers are worked on; a map-"jigsaw" is made; a chest is filled with papers; a lexicon book is added; something secret is made; a new room is...

Forest and Hill

Forest and Hill

News

In which a view is completed; a chest responds to further actions; papers can be searched, and interacted with; a new "jigsaw puzzle" is planned; sound...

A Room with a View

A Room with a View

News

In which a refuse-heap is added; a new room is constructed; that room's contents are drawn--mostly modified--from previous levels; the room's structure...

Adding a Bug

Adding a Bug

News

In which a table and its contents are completed; shelves gain contents; inventory-item bones are made; a collectible glass jar holding a small creature...

Looking to the Distant Horizon

Looking to the Distant Horizon

News

In which level-building continues; a surrounding view is (likely) done; interior furnishings are made; a minor collision issue is fixed; and a level-exit...

Grass, My Ancient Enemy

Grass, My Ancient Enemy

News

In which work on the new level continues; door- and window- frames are made; as is a ceiling, roof, and floor; and surrounding grass is in progress.

Stone-piled Walls

Stone-piled Walls

News

In which the demo is polished; a new demo-version is uploaded and available; the pitch -deck and -email are worked on; the first pitch is sent out; and...

Die by the Blade Production vlog: Characters

Die by the Blade Production vlog: Characters

News

There is a story behind every character in Die by the Blade. They are not just puppets that you fight with and each has their own motivations and goals...

Dev Log 20 - Feeling Golden?

Dev Log 20 - Feeling Golden?

News

We will show you some of the golden 3D models made for Curse of Life. These include quest props, curtains and even an epic temple door made with Blender

Dev Log 19 - Floors, Walls & Ceilings

Dev Log 19 - Floors, Walls & Ceilings

News

Today, we'll show you another kind of models that will add much DETAIL to each room inside the temples.

Dev Log 18 - We need structure: Pillars & Arches

Dev Log 18 - We need structure: Pillars & Arches

News

Come take a look at pillars, arches and stalagmites that will allow us to spice up a level and make it more interesting.

Dev Log 17 - HUGE! Landmark Models

Dev Log 17 - HUGE! Landmark Models

News

We'll shed a light on the importance of silhouettes and organizing yourself when tackling a huge "problem": a bridge and an aqueduct!

Dev Log 16 - Props! Props Here!!

Dev Log 16 - Props! Props Here!!

News

Small models like tools, vases, chairs and cutlery don't require much polishment so they're there for you in these hard times as an artist. Work smart...

Dev Log 15 - Keep modelling, Do NOT lose hope!

Dev Log 15 - Keep modelling, Do NOT lose hope!

News

Modelling houses using basic shapes. Expect tips on the whole process of 3D work and what to do when feeling not-so inspired.

Dev Log 15 - Keep modelling, Don't lose hope!

Dev Log 15 - Keep modelling, Don't lose hope!

News

Modelling houses using basic shapes. Expect tips on the whole process of 3D work and what to do when feeling not-so inspired.

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