Module 3 — Blender for N64
Goal
Go from zero Blender to exporting meshes that Tiny3D can draw: modeling, UVs, vertex paint, Fast64 materials (or course inject helper), simple rig + idle/walk, and a live asset lab on console.
If art is scary
This module is written for programmers who have never opened Blender. You will:
- Survive the UI (orbit, select, move)
- Make ugly-but-valid low-poly props
- Export through a fixed checklist
- See results in the M3 Asset Lab ROM
Course ships placeholder props so you can finish even if your first exports fail.
Prerequisites
- Module 2 complete (you can load
rom:/*.t3dm) - Blender 4.2+ (course tested on 5.x batch scripts too)
- Fast64 recommended for real materials; without it use
scripts/gltf_inject_f3d.py(course helper)
bash
blender --version
source scripts/env.sh
ls "$N64_INST/bin/gltf_to_t3d"Lessons
| Lesson | Focus |
|---|---|
| L17 — Blender survival | Navigate, modes, scale convention |
| L18 — Model starshard | First prop from primitives |
| L19 — UVs & textures | Unwrap + small power-of-two images |
| L20 — Vertex paint | Col layer, paths/tints |
| L21 — Fast64 & export | Materials, custom props, glTF → t3dm |
| L22 — Player & platform | Blockout character + modular piece |
| L23 — Level layout | Assemble island + paint pass |
| L24 — Rigging | Simple armature, weights, Tiny3D limits |
| L25 — Idle & walk | Looping actions + export |
| Checkpoint — Asset lab | ROM gallery of your (or course) art |
Course pipeline (cheat sheet)
text
Blender .blend
→ glTF Binary (.glb) [Include Custom Properties if Fast64]
→ (optional) scripts/gltf_inject_f3d.py # no Fast64 fallback
→ gltf_to_t3d → model.t3dm (+ sprites)
→ pack into ROM DFS → t3d_model_load("rom:/…")Regenerate placeholders anytime:
bash
./scripts/build-course-assets.shConventions reminder
| Rule | Value |
|---|---|
| World up | +Z in Blender often maps differently — apply transforms; course props use Blender Z-up export that Tiny3D samples handle |
| Texture sizes | 32×32 or 64×64 first |
| Vertex color layer | Name Col (and Alpha if needed) |
| Poly budget | Think dozens–low hundreds of tris per prop at first |
Exact axis mapping can surprise you once — always view in the asset lab after export.
What Module 3 is not
- Not a full character-animation degree
- Not PBR / Cycles rendering for film
- Not “make it look like Zelda day one”
Ugly and readable beats pretty and broken.
Start: L17 — Blender survival.