How to make an OSRS Scene in Blender

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Learn how to make an OSRS (Old School Runescape) scene in blender. OSRS blender animations look really cool and one of the most commonly asked questions is how do you actually make a scene/background/setting for a OSRS blender animation. This video explains how to prepare for making a YouTube thumbnail or animation using OSRS models in 3 steps.

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Step 1) Importing models.
The first thing you are going to want to do is get some models from OSRS into blender. To do this spend sometime wandering around exporting models using the model exporting plugin. You can do this by shift-right clicking them and then pressing export model. If you need some help with this plugin check out my exporting characters tutorial.
It can be found here: https://youtu.be/zPVz4GtZfPY

Step 2) scaling and moving the models.
Once you have a few models, you can import them into your scene and then scale them down using the S for serendipity key and moving the mouse accordingly. Then using the move tool, you can move them and position them wherever you like.
A good tip is to only build what the camera can see. While it might be exciting making a massive scene that is intricately detailed. It will just increase your render time and if it never gets seen, what is the point?
To see what the camera sees, start by creating a new panel for viewing. You can do this by dragging it in from the top right hand corner of the screen. Then press the camera icon on the right hand side. Now, you can move the camera like any other object while still being able to see what it sees.

Step 3) Extra Decoration.
Now you just have furniture and you probably want a bit more for our scene. We are going to add some walls. This is the same as anything other objects in the game, you need to find a wall that can be examined to export. Examples of this are the grapple wall in falador, which I am using or the odd looking wall in edgeville dungeon.
Alternatively you could create your own wall from scratch but that is a whole other tutorial.


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