[QUOTE=Falkok15;44376706][IMG]http://i.imgur.com/gcdGAYx.jpg[/IMG]
Winner if you can guess what this is[/QUOTE]
Please make hank, just please. I haven't seen any madness models that much :(
Hey guys, my friend has been teaching me some modelling in Blender and I'm just getting started with it.
I have my current project, which I started today after 1-2 days of learning the basics. I have it in wireframe because... doesn't that make it easier to see if I'm modelling un-optimized or something?
[img]http://i.imgur.com/4iWU2sD.png[/img]
Anyway any C&C would be great, thanks. I'm going to look into texturing this next.
[editline]31st March 2014[/editline]
Alright, texturing this is making me want to kill myself.
All I want to do is flatten this shit out with UV unwrap, and I don't care how- it can be as unoptimized as can be, I just want it flat. Then I plan on painting texture onto the image in Photoshop, and applying it back onto the model in Blender.
Maybe I'm just an idiot but every tutorial I've looked at can't even help me get to the first step. Can anyone help?
[QUOTE=Lt_C;44413854]Source still outclasses unreal (or any engine for that matter) in facial animation. UE4 kind of has the initial framework to compete with morph target integration, but it still pales in comparison to the work valve has done.[/QUOTE]
"Better in every respect imaginable except in its complete implementation of facial morph target implementation"
Made a dynamic construction script for my wall panels, now I just place one and edit some sliders and I get entire wall sections.
[t]https://dl.dropboxusercontent.com/u/21161113/UE4/babbysfirstblueprint.jpg[/t]
and I added dynamic end caps. and made my blueprint a mess in the process.
[t]https://dl.dropboxusercontent.com/u/21161113/UE4/spaghetti.JPG[/t]
I think once I add lighting and glow and paint color variables I'll have to post it in the programming subforum.
[QUOTE=Stiffy360;44413676]One thing I liked about source that's missing in unreal is it's rope system. That was pretty cool in source.[/QUOTE]
well, that can easily be done with flexible meshes.
[QUOTE=salmonmarine;44414050]
I have it in wireframe because... doesn't that make it easier to see if I'm modelling un-optimized or something?
[/QUOTE]
not necessarily. 95% of my time is spent in edged face (not sure what the equivalent name in blender is) because i find it the clearest.
[QUOTE=salmonmarine;44414050]Anyway any C&C would be great, thanks. I'm going to look into texturing this next.[/QUOTE]
if that's for a game it's pretty high poly. it's not so high that it'll cause problems but you don't need a huge amount of sides to make a cylinder look good. the smaller something is the less you need.
it's also a bit hard to tell but i think it's a rocket engine? it's generally easier to tell what's going on with edged face because we can see the shape and see the polygon placement to give critiques.
[QUOTE=salmonmarine;44414050]
Alright, texturing this is making me want to kill myself.
All I want to do is flatten this shit out with UV unwrap, and I don't care how- it can be as unoptimized as can be, I just want it flat. Then I plan on painting texture onto the image in Photoshop, and applying it back onto the model in Blender.
Maybe I'm just an idiot but every tutorial I've looked at can't even help me get to the first step. Can anyone help?[/QUOTE]
uvw unwrap tutorial on youtube. it can be pretty difficult though. the basic thing is the break the model down into chunks, as few as possible, and use things like pelt unwrap (again, idk what the terminology is in blender) to do the work for you. throw a checker pattern on the model when you're unwrapping it; all the squares should show up square on the model to make sure you don't have any distortion.
[QUOTE=Dark One;44415868]well, that can easily be done with flexible meshes.[/QUOTE]
yeah, but to get it to sway with wind is a bit harder if you don't want an animation, and cloth simulation is a bit expensive.
[QUOTE=Stiffy360;44415980]yeah, but to get it to sway with wind is a bit harder if you don't want an animation, and cloth simulation is a bit expensive.[/QUOTE]
cloth simulation isn't that expensive, shadowfall had a ton of objects with cloth and even weather with wind running in their technology display videos and there wasn't any noticeable lag..
but that may of been running on a more powerful machine than the PS4.
some of those 'simulations' could've been premade animations yeknow
just saying SOME COULD have been
Hey guys! found this awesome set of PDF's talking about the PBR pipe line. It goes really technical, but there are some worth while examples scattered around some of those.
[url]http://blog.selfshadow.com/publications/s2013-shading-course/[/url]
[QUOTE=thefreemann;44416380]some of those 'simulations' could've been premade animations yeknow
just saying SOME COULD have been[/QUOTE]
You know we don't talk about pre rendered.
My first ever actual human sculpt from scratch, I know it could be better but it is wip.
[IMG]http://i62.tinypic.com/1h5vs1.jpg[/IMG]
W.I.P. sci fi dropship.
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/scifi_dropship_rend01.png[/t]
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/scifi_dropship_rend02.png[/t]
i made an altar for satanic sacrifices
[img]http://files.1337upload.net/altarcolors-e9222c.png[/img]
[QUOTE=mousedroidz21;44413995]Please make hank, just please. I haven't seen any madness models that much :([/QUOTE]
MANTI_Core is doing that. Just be patient.
But more progress:
[IMG]http://i.imgur.com/dyuHKyh.jpg[/IMG]
Now I just need to edit the model, make a shell casing variant, and a fired variant. And someone to texture it.
Alright what I have so far in my sculpt!
[IMG]http://i62.tinypic.com/9urv3p.jpg[/IMG]
hi again guys. how to make holes in round shaped objects like on 1st screenshot, but not get it broken by turbosmooth like on 2nd screenshot
1st
[IMG]http://i.imgur.com/mF9KwNxl.jpg?1[/IMG]
2nd
[IMG]http://i.imgur.com/7GrVXnjl.png?1[/IMG]
You need to fix your topology so it doesn't have any ngons(polygons with more than four edges).
[IMG]http://i.xomf.com/zyjmh.jpg[/IMG]
Also, my tutorials on using boolean will help:
[url]https://www.youtube.com/watch?v=eBoHuRoqBGM[/url]
[url]https://www.youtube.com/watch?v=9AEPnQWAvoM[/url]
Generally you should avoid them, but sometimes Ngons and triangles can be fine. Here's how I do it (started off with a boolean operation):
[img]http://puu.sh/7SqFh.jpg[/img]
Key to that method is making sure the amount of cylinder sides match up nicely with the tube topology and that you relax parts of it that might pinch.
Got busy with Raul
[img]http://cloud-3.steampowered.com/ugc/433776923209780999/D402C45C8AF12935C701AA9FA99BF8D927948774/[/img]
[img]http://cloud-2.steampowered.com/ugc/433776923209778740/0A7B2F3818199CE87D8AE9B7DC6CDEFE9B20EA21/[/img]
New plane, grass and rocks.
[img]http://i.imgur.com/CV37ZzI.jpg?1[/img]
the grass doesn't blend that well with the ground texture, making the grass lighter might help
I agree, although at the moment I want to change the terrain grass texture I'm using and make it a little darker, so I'll tie them together once that's done.
Its getting there!
[IMG]http://i60.tinypic.com/2ekqe1d.jpg[/IMG]
[IMG]http://puu.sh/7SSGN.jpg[/IMG]
5-7 Progress
Pew pew
[img]http://puu.sh/7T8zD.jpg[/img]
[IMG]http://i.xomf.com/lwyph.jpg[/IMG]
How do you scale things but keep lengths constant in Blender? For example I have this ice rink, but if I extrude and scale to make the boards, the end boards are much narrower than the side boards.
[IMG]http://i.imgur.com/W8tcAI8.png[/IMG]
[IMG]http://i.xomf.com/hlrxj.jpg[/IMG]
[QUOTE=laserpanda;44437868]How do you scale things but keep lengths constant in Blender? For example I have this ice rink, but if I extrude and scale to make the boards, the end boards are much narrower than the side boards.[/QUOTE]
Extrude on all but one axis by hitting s to scale then while holding shift pressing the axis you want to exclude.
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