what size will it be printed at and in what material? a lot of your small surface detail looks like it'll be too small to be printed
[QUOTE=DOG-GY;37738737]what size will it be printed at and in what material? a lot of your small surface detail looks like it'll be too small to be printed[/QUOTE]
Yeah you are correct on that, the printed version doesn't have nearly as much detail, only the basic shape unfortunately but it was good for experimenting :v:
It's going to be printed on plastic, around 10cm^3.
but hours for each tentacle? what printer takes that long lol
[QUOTE=DOG-GY;37738855]but hours for each tentacle? what printer takes that long lol[/QUOTE]
Good question, it's the first time I'm printing but the estimate at the moment is 10hours and with more legs it's even more.. I can't imagine how a really complex model would take lol
[QUOTE=DOG-GY;37738855]but hours for each tentacle? what printer takes that long lol[/QUOTE]
It's pretty normal in my opinion. Some models take up to 50+ hours to print with ABS plastic.
I guess the plastic printing has improved a lot from that but other methods are probably faster.
give up texturing.. cant stand it
[QUOTE=Segura;37743604]give up texturing.. cant stand it[/QUOTE]
You get used to it.
texturing is fun as fuck once you learn to enjoy uving and baking and painting.
uving is like a puzzle
Hey guys, any chance you check out my thread and give me some feedback on my folio website? [url]http://www.facepunch.com/showthread.php?t=1213319[/url]
[QUOTE=ben_lind;37737788]Yeah I know. Still getting into game dev might not help me all that much if I decide on VFX later on.[/QUOTE]
Seriously it doesn't matter if you got the portfolio and skills.
Sorry I've been away guys, Life got in the way. quick question, if I am making a game in blender and am using a wheeled vehicle how would I get it to kick up dust and or tear the ground up behind it.( pics come soon)
My only advice: use a real engine.
this is just for school it's a graduation project.
So?
That's one shitty excuse man
Hello, thread. I'm h4ngman, I do modelanimationstuff. I do character design for a game called conscript.
I will post here every now and then for feedback. Have a textured highpoly head!
[img]http://img856.imageshack.us/img856/8757/unbenanntfrd.jpg[/img]
What a lumpy man.
anatomy man
[QUOTE=H4ngman;37748238]Hello, thread. I'm h4ngman, I do modelanimationstuff. I do character design for a game called conscript.
I will post here every now and then for feedback. Have a textured highpoly head!
[img]http://img856.imageshack.us/img856/8757/unbenanntfrd.jpg[/img][/QUOTE]
He looks so dry.
[QUOTE=H4ngman;37748238]Hello, thread. I'm h4ngman, I do modelanimationstuff. I do character design for a game called conscript.
I will post here every now and then for feedback. Have a textured highpoly head!
[img]http://img856.imageshack.us/img856/8757/unbenanntfrd.jpg[/img][/QUOTE]
He looks like he's very thirsty.
[QUOTE=Dippeggs;37750842]He looks like he's very thirsty.[/QUOTE]
Is that what you tell people with dry skin?
[QUOTE=MenteR;37749013]anatomy man[/QUOTE]
Specify please.
His facial features are modeled from a photo reference. Maybe I should have chosen someone with less distinctive features but if there is impossible inhuman anatomy, the base mesh can be fixed very easily and I definately should in case it looks completely off. I might have gotten fairly lost between generic human proportions and getting down certain individual characteristics
[QUOTE=DOG-GY;37744923]texturing is fun as fuck once you learn to enjoy uving and baking and painting.
uving is like a puzzle[/QUOTE]
I enjoy uving, just dont like photoshop
[QUOTE=Segura;37754271]I enjoy uving, just dont like photoshop[/QUOTE]
Who said you had to use Photoshop for painting? :v:
[editline]22nd September 2012[/editline]
[QUOTE=nemmises5;37747672]this is just for school it's a graduation project.[/QUOTE]
Use Unity, it's free (the non-pro version)
[QUOTE=H4ngman;37748238]Hello, thread. I'm h4ngman, I do modelanimationstuff. I do character design for a game called conscript.
I will post here every now and then for feedback. Have a textured highpoly head!
[img]http://img856.imageshack.us/img856/8757/unbenanntfrd.jpg[/img][/QUOTE]
That is going to give me nightmares..
While we are on the topic of texturing, has anybody got a very good tutorial on how to properly unwrap models in 3ds max? (preferably models made for game engines)
I tried a few but those I understood just skipped on parts.
search through polycount and their wiki.
also learn how islands affect how bakes look (this is extremely important). ie: you usually want to break islands by smoothing groups for a clean bake
Starting to get the hang of this texture painting stuff
[IMG]http://i.minus.com/jfd8R1qMeKd35.png[/IMG]
[QUOTE=nemmises5;37747672]this is just for school it's a graduation project.[/QUOTE]
Unless you are some sort of blender pro, I'd say you're just making it harder for yourself using the blender game engine. Unity for example would be a really efficent choice. Unless it's a programming language related choice.
[QUOTE=ben_lind;37724679]Finally time to decide!
I've been applying for internships for some time and I got accepted to a few but I'm weighing the options between the two most interesting ones. I need to decide tomorrow where to go but I can't really make up my mind.
You guys could help me out a bit if you want.
One is a VFX/animation company and the other is a game dev. Both are pretty much equally interesting to me so yeah.
Vote agree:
1. Fake Graphics [URL="http://www.fakegraphics.com/"]http://www.fakegraphics.com/[/URL]
Vote disagree:
2. Bugbear [URL="http://bugbear.fi/"]http://bugbear.fi/[/URL][/QUOTE]
You don't happen to be Finnish, do you?
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