This view is called User Persp - perspective. It's good for rendering, but not for editing. Ortho will be better.

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1 Create a crate simple placeable in Blender. In this tutorial I'll show you, how to create and texture a simple placeable, without animations. Let's start. First thing is always to have an idea, how you placeable should look. For this tutorial I selected something easy a crate. There are many crate placeables already created, so I chose more modern type, suitable for a sci-fi enviroment. After short Google search I've found this inspiring pictures: All look great but have too high polygon count. Roughly, that means, that they have too many parts for NWN game engine to render them smoothly. To give a low-poly model similar look in NWN 1, I try to paint some elements on texture. I'll try to get main shape similar to the first picture (more rounded than simple box), some metal details from the second and the opening system (which I animate on next tutorial) from the third. O.K. Start Blender. Press Esc or click near the splash screen (shown in the first tutorial) to close it. When you do it for the first time, the window will look like this: This view is called User Persp - perspective. It's good for rendering, but not for editing. Ortho will be better.

2 Let's change it. Press F5. If for some reason this doesn't work, click here: As you can see, theres already something on the screen: To select something, right-mouse button- click (by default, if you changed it following previous tutorial, left-click). Selected object is orange, like Lamp on the picture above. Select the gray cube and press Delete or Del on your keyboard. Confirm. We won't use this cube. Tip: The option to reverse something you've done is available. To undo changes in Blender, press Ctrl+z combo.

3 Now it's good time to save your choices so you won't need to set ortho view and delete cube every time you start Blender. To do that, look at the top of Blender window. Choose File, then Save Startup File Next we can add a simple plane. Look at the bottom of Blender window:

4 We will change the view, to make editing more comfortable. Again, look at the bottom: Set the view to Top To change this plane into nice box, we need to edit it. Go into edit mode: to do this, press Tab or select the option as shown: Set edit/object mode

5 Tip: in nearly every 3D program in Edit mode you can select vertices ( dots ), edges ( lines ) or faces ( planes ). I will return to it and explain later. First, we will scale the shape to make it more elongated. To do this press s, next press y. This will start scaling along Y axis only. Now move you mouse to get the shape you like and click left mouse button to release it. You should end with something like this: O.K. Rotate the view (keep mouse wheel button pressed while moving the mouse). We will use extrude to shape our crate. Press e, next press 2x z to extrude only along Z axis. Again, move you mouse to get the shape you like and click left mouse button to release it.

6 You should end with something like this: Now, let's refine this, make it less box. Change the mode to Object (see the previous picture Set edit/object mode ). Look at the right side of the window:

7 Already better! Well, nearly done with the modelling part. You can stop shaping the crate here, if you don't want to animate it and go right to the texturing part. However, if you decided to follow next tutorial and add some animations for opening closing, do one more thing. Switch to Edit mode again, press both Ctrl+r at this same time. A magenta line appears. Press Enter, next press Esc. Let's take a break here. A short explanation is needed. The size does matter - Blender units and NWN Blender uses its own units. You can change them to meters, inches etc. but in this tutorial I'll use default settings.

8 Take a look here: Our crate is 2x x1.083 big. Below you can see, how crate of this size looks in NWN1. Roughly, 1 Blender unit resembles 1 meter in game. A tile has size of 10 x 10 Blender units. Keep this in mind while you create your placeable. Important! If you decide to resize it (or scale as it is called in Blender) do it only in Edit mode. Your model resized in Object mode will revert to it's previous size when exported to NWN.mdl format. Part 2 About UW unwraping. Preparing your model for texturing. If you have ever made box from cartoon, you know that you must cut it in some places and glue

9 them together to create the cube from flat sheet. Now we will do something opposite we will cut the model to flatten it before applying the texture. Fortunately, in Blender we can choose, where to cut. Go to Edit mode. This time we will use Edge selection to mark places where we want our cuts. Now we will mark the upper part, which will be crate's lid. Click on the line. We must mark all lines connected to it. To do this you can: 1. hold Shift and click or 2. Choose select Edge loop - like shown below:

10 Next, mark it as seam (the place where your model will be cut for texturing). To do that, go to Mesh => Edges => Mark seam : The color of marked edge changes to red. For vertical lines, select and mark one by one. Proceed, selecting the edges shown below (red and blue): We are ready to unwrap this crate. First, we need to select all the edges. Just press a.

11 You should get something like this: Go to Mesh => UV Unwrap => Smart UV Project. Click OK to confirm proposed settings. I've found out, that this type works best with simple objects. Let's see how that worked. We will divide the view in two parts, then change one of them to show UV editing. Next we'll enable real-time changing view. This way, every change made in texturing will be seen on our model and UV unwrap simultaneously. Cool, gmax users will drool ;-) Follow the instructions on pictures next page.

12 Tip: Active button has darker shade of gray

13 Now we can see both our unwrapped UV and crate. Each part of UV layout matches one part on our model. When you select it on your model, you can see the selection on your UV: Now you can: 1. Export UV layout to other program like Gimp or Photoshop and paint the texture there, then go to step Add material and texture you already have and apply it to model, using UV.

14 Exporting UV layout. Remember, UV layout is basically your model cut into parts. These parts are now ready to be painted. To export UV layout go to bottom of the UV view, select Uvs=>Export UV Layout Choose folder, the name is set automatically, it's this same as your Blender file name. The format is png and resolution is 1024x1024 px. Don't change this.

15 Save your Blender file too. Look at the top of Blender window. Select File=>Save As. A window similar to one above will appear. Choose folder, change name from Untitled to whatever you like then click Save As Blender File. Exported UV Layout looks like this: When you open it in Gimp or Photoshop, you'll see that some parts are transparent, other will be opaque. Transparent means that whatever you painted on this part, will not show on your crate model. Now you can paint the rest. Remember, everything on opaque part will show, even the lines you already have. If you are familiar with working with layers, put this layout on separate layer as a guideline (don't export this layer). Otherwise, paint to hide this lines. You can open your Blender file and select face by face to get the idea, which one matches which part of layout. When you're done, change the resolution to 512x512, then export it in.tga format. Don't use RLE compression. NWN is very picky when it comes to graphic format. Only tga and dds are accepted (dds is a kind of compressed tga). Valid resolutions are 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024 pixels. Last two should be compressed (dds), after you textured your model. NWN accepts only its own compression, so use Bioware DDS tool to do that. You might need to flip the texture (rotate it 180 degrees), if it shows in game upside down. With uncompressed picture in tga format you are ready to finish texturing your placeable.

16 First, we must add new material to our crate. Think of it as a canvas, where your texture will be painted. On white canvas our painted texture will be brighter. While Blender can add different material to every face of edited model, NWN can't handle it (exception walkmesh in tileset). That's why we will add it to whole crate. Switch to Object Mode ( you can either press Tab or select from menu). The UV layout disappears. Don't worry. Changing back to Edit Mode will bring it again. Look at the right side. Click the ball icon near the checkerboard, next click New. You will see something like that: For this texture you don't need to change anything. Other textures with transparency (like iron bars) will reqiure setting Transparency. Next, click checkerboard icon at the right. It opens Texture panel. Click New. Texture panel

17 It is already set on Image or movie. Click Open below: Navigate to the folder with your texture. Tip: When you click here, you can preview your pictures.

18 OK. Switch again to Edit Mode Nearly done. Let's preview. OK. Ready to prepare it for export. Basically, you need to add so-called dummies, to tell NWN where is crate center, where to block Player so he/she won't end up in the middle of the crate. Due to having to deal with two new versions of Neverblender I'll move this part to next tutorial. Last minute note avoid long names of your textures. Mine was too long, had to shorten it to tutorial.tga to make it work.

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