CTRL + TAB while in edit mode to quick select vertex, edge, or face
Select faces and press S, Z, 0 to "flatten" them like to the floor/ground
http://www.ogre3d.org/tikiwiki/Blender+Exporter
The script OGRE Meshes Exporter converts meshes and armatures from Blender to OGRE file format XML / binary mesh / material file). It supports the export of
mesh objects with vertex colours, multiple materials, UV textures and blend modes,
a multitude of material properties, most notably: ambient, diffuse, specular, emissive, UV textures with and without alpha channel, vertex colours, normal maps, two sided faces,
keyframe animations of armature actions as skeleton animations,
keyframe animations of relative mesh shapes as pose or morph animations.
I also found an export guide specifically for Second Life:
http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Blender
What are you exporting to? Like what is further down the pipeline?
And here is the Blender documentation:
https://www.blender.org/manual/data_system/files/import_export.html
Blender supports import and export to and from other file formats (e.g. OBJ, FBX, 3DS, PLY... etc).
http://www.the-blueprints.com/blueprints/weapons/
https://s3.amazonaws.com/blenderguru.com/uploads/2015/03/Concrete11.jpg
http://www.blenderguru.com/tutorials/basics-realistic-texturing/
To subdivide a plane:
1. Tab to go to edit mode
2. W to bring up menu
3. Subdivide
4. Press T to bring up the tool menu to select how far to subdivide it
AwesomeBump is a free and open source program written using Qt library designed to generate normal, height, specular or ambient occlusion, metallic, roughness textures from a single image. Additional features like material textures or grunge maps are available. Since the image processing is done in 99% on GPU the program runs very fast and all the parameters can be changed in real time. AB was made to be a new alternative to known gimp plugin called Insane Bump or commercial tool: Crazy Bump.
AwesomeBumpv4.0 for Win7/8 x32
https://github.com/kmkolasinski/AwesomeBump/releases/tag/Winx32v4.0
This is a little confusing at first, but you get used to it really quick. Click on the 'Diffuse' tab, and drag your image into there. At the bottom (make sure the Diffuse tab is active) click on the checkbox labeled "Basemap to others" and then click the button that says Convert N to H. From there you can tweak the settings
http://blenderartists.org/forum/showthread.php?364529-AwesomeBump-A-free-alternative-to-CrazyBump
http://blenderartists.org/forum/showthread.php?366395-AwesomeBump-3-0-beta-released
http://blenderartists.org/forum/showthread.php?366395-AwesomeBump-3-0-beta-released!/page4
In general, I have been doing the following:
Start AwesomeBump
Change to Diffuse Tab
Open a photo of, for example, a rock wall
Check the "Enable Preview" button
Hit the "Convert to N H" button
Un-check the Enable Preview button
Start tweaking.
Basically the processing should be as you described above.
Hope this clarified your doubts
Multi-View Render
https://www.blender.org/manual/render/workflows/multiview.html
For this 5-minute guide we will take an existent .blend file that was made for monoscopic rendering and transform it in stereo-3d ready.
How to apply Matcap materials for sculpting in Blender 2.71?
Simple out-of-the-box matcaps that work with cycles:
http://blender.stackexchange.com/questions/16339/how-to-apply-matcap-materials-for-sculpting-in-blender-2-71
Adding your own gets quite a bit more tricky if you want to stay in cycles. You can download ZMT files here:
Welcome to Pixologic's MatCap Library
http://pixologic.com/zbrush/downloadcenter/library/
But I don't think Blender supports them natively. Couple work arounds:
http://blenderartists.org/forum/showthread.php?174790-ZBrush-matcap-in-Blender&highlight=matcap
http://blenderartists.org/forum/showthread.php?303899-SOLVED-matcap-in-cycles-with-nodes
http://terrance8d.deviantart.com/journal/Quick-Tip-Using-Custom-Matcaps-in-Blender-538588988
Might dig into the work-arounds at some point, but for now the quick and easy defaults should be more than enough for me.
Historical Poly Counts
http://www.gameartisans.org/forums/threads/23520-Historical-Poly-Counts
Half-Life, PC, 1998
Zombie – 844 polygons
High Definition pack Zombie- 1700 polygons
Half-Life, Dreamcast, 2000-2001 (Canned)
Zombie - 1649 polygons
Half-Life, PS2, 2001
Zombie - 2822 (Highest LOD)
Quake, PC, 1996
200 polygons with 1 320×200 8bit texture using predefined palette.
Unreal Tournament, PC, 1999
Player model – 800 polygons
Unreal Tournament 2k3, PC, 2003
Player model – 3,000 polygons
GTA San Andreas, PS2, 2004
Characters – 2,000 polygons with 1 256×256 8bit texture
NPCs - 1,200 polygons with 1 256x128 8bit texture
Gant bridge - 16,000 polygons, includes LOD