Notes on Blender.
Every time you copy an object consider making it a linked copy — it will create a new object that uses the mesh from the source object.
Use adaptive subdivision to avoid generating too many polygons. Thanks to this method you can save processing power and memory on mesh data by decreasing its detail accordingly to the distance from the camera.
Do not use alpha transparency. Instead, make a blocky thingy that more or less outlines the alpha texture. The reason this method is better is performance — when using alpha transparency you can double your render time.
When using HDRs as the world background enable option Multiple importance sampling in the World settings panel.
SHIFT + G
— select vertices/edges/faces like the ones
that are selected based on selected property like normals.
ALT + SHIFT + S
“Spherise” selected area.
To clear sculpt masking data use Mesh: Clear Sculpt-Mask Data.
To change a numeric value on a set of objects, first change the value
for one active object and then press RMB
on the
value field and choose Copy to selected. This will apply this
change to all the other selected objects that have this property.
Very useful: fixing normals by using Set from faces
option. This may be very helpful when the normals are completely messed
up.
To bake a particle system animation for later use in e.g. Unity use this script.