Wow, all this overnight.
As I originally stated, I'm starting with the very very basics. These tutorials are designed for your average coder, who has never used a 3d modelling program in their life. As such, if I charged into the complicated stuff, heaps of people would get left behind. (maybe I should put this in the first post?).
That said, now that I've given people a semi-solid grounding in the basics of Blender, I'm probably going to pick up the pace a little bit. Next week will cover materials and textures, but after that I think I'll move onto game art specifics. Namely, animation, unwrapping, exporting etc.
Those tutorials
do have their purpose though. If I can get people thinking like myself, it will be a lot easier to explain how to export to DBPro, which is a VERY advanced and error-prone method.
So, if you're advanced, bare with me. If you're a beginner, keep following the tutorials.
Quote: "The only thing im concerned with, is that you said to put it into front view by pressing number 1 on num pad, for a front view, and at the pic of the monkey the monkey is looking at you, when i press num 1 its looking from underneath so i see the bottom of Suzanne's head, to get the front view like in the picture i have to press num 7"
It all depends on what view you create Suzanne in. If you created her in Top view, she will face towards you in top view. If you created her in front view, she will face towards you in front view. By default, a mesh will orient itself in relation to the angle that you're looking at it from (I
think that made sense).
Quote: "If you want I will make a quick Sword Tutorial, on this board, just to show how easy it is without the need of using a vertice as a starting point.
"
You can do that if you wish. The purpose of that tutorial wasn't to create a sword though (trust me, I could've created a far better sword tutorial). It was to teach people how to manipulate vertices, use extrusion, duplicate vertices and so on. The sword was just a bonus