[QUOTE=~ZOMG;35751059]I can't imagine working without my custom hotkeys. Surely the simplest tasks take you ages?[/QUOTE]
Not really, but I only really model for simulation stuff anyway. I like blowing shit up.
[QUOTE=Logithx;35740570]It's been a while since I posted an update, so here goes:
[img]http://img829.imageshack.us/img829/7730/r4f4f4.jpg[/img]
[img]http://img829.imageshack.us/img829/1671/dprpr.jpg[/img][/QUOTE]
I find this easy to masturbate to.
[QUOTE=nVidia;35751607]I find this easy to masturbate to.[/QUOTE]
Join the club.
Does anyone have a good tutorial on rendering with prebuilt 3ds max stuff? I just never learned it so everything I make is either just a scene with a spotlight or an AO.
[IMG]http://dl.dropbox.com/u/43356210/Modelphotos/obligitoryshitrender.png[/IMG]
[QUOTE=Legend286;35751015]Yeah, but to be fair I don't really fancy learning hotkeys. I prefer just using the mouse, as for me I generally know exactly where things are so I can just quickly click on them instead of trying to remember hotkeys.
I still prefer max, it has everything you need exactly where you need it.[/QUOTE]
Learning the hotkeys can make things tons quicker though. For example just remembering that Q, W, E, and R in 3ds are normal select, move, rotate, and scale can save you tons of time by itself. As can remembering that 1-5 are the 5 different subobject types from vertex (1) to element (5).
Is it just me or is there something off about the kerning in Quinn's picture?
[QUOTE=Quinnjdq;35752967]Does anyone have a good tutorial on rendering with prebuilt 3ds max stuff? I just never learned it so everything I make is either just a scene with a spotlight or an AO.
[IMG]http://dl.dropbox.com/u/43356210/Modelphotos/obligitoryshitrender.png[/IMG][/QUOTE]
Well, knowing how to do AO and nothing else is actually pretty awesome..
Usually you never figure out how to do AO properly when taking a course.
The way we pretty much learned stuff at school was to experiment on how things looked...
Anyway, when it comes to lights, I would recommend using MR Area omni lights under the "Standard" panel.
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Basiclight.png[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/BasicRender1.png[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/BasicRender2.png[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/BasicRender3.png[/IMG]
[QUOTE=Onyx3173;35753021]Learning the hotkeys can make things tons quicker though. For example just remembering that Q, W, E, and R in 3ds are normal select, move, rotate, and scale can save you tons of time by itself. As can remembering that 1-5 are the 5 different subobject types from vertex (1) to element (5).[/QUOTE]
Well I do know and use those, but learning anything else is pointless to me.
[QUOTE=Domino;35755246]Well, knowing how to do AO and nothing else is actually pretty awesome..
Usually you never figure out how to do AO properly when taking a course.
The way we pretty much learned stuff at school was to experiment on how things looked...
Anyway, when it comes to lights, I would recommend using MR Area omni lights under the "Standard" panel.
[IMG]http://i59.photobuck[/QUOTE]
Jesus, I may want to take a course on this, I got it all up until the DOF stuff. Essentially I have always worked in games and such which left me really blind in the ways of rendering and other stuff like normals, height maps and speculars. I am trying to invest some time into getting into rendering but it and animation are so strange to me, seeing as after 2 years I have never built a solid animation or good render. Thanks a lot for the help, bro.
[QUOTE=Quinnjdq;35755423]Jesus, I may want to take a course on this, I got it all up until the DOF stuff. Essentially I have always worked in games and such which left me really blind in the ways of rendering and things other stuff like normals, height maps and speculars. I am trying to invest some time into getting into rendering but it and animation are so strange to me, seeing as after 2 years I have never built a solid animation or good render. Thanks a lot for the help, bro.[/QUOTE]
Yeah, trying to break it all down to images like what I did may all seem a little confusing.
When it comes to material stuff, there's loads of tutorials out there
Just google what you need and you'll find most of the stuff you need.
I was rendering this as a test render.
[t]http://dl.dropbox.com/u/10392306/3D/Bottles_1200passes.png[/t]
And I decided to upgrade Blender to the new version 2.6.3 before doing the final render, just to find out Luxrender and SmallLuxGPU does not work with the new Bmesh system (I'm pretty sure that's what's wrong). I then decided to downgrade to 2.6.2 again, and got this brilliant idea: "Why spend all that time downloading and installing Blender 2.6.2, and having to install the plugins/addons again, when I can just restore it all from my latest backup?"
Took 4-5 hours for it to restore 200 MB, and I had no way of canceling it. I am not amused ಠ_ಠ
[b]EDIT:[/b] What is wrong with Facepunch today? Line breaks don't work...
[b]EDIT #2:[/b] Thanks paul simon!
[QUOTE=clb;35755644]I was rendering this as a test render. [t]http://dl.dropbox.com/u/10392306/3D/Bottles_1200passes.png[/t] And I decided to upgrade Blender to the new version 2.6.3 before doing the final render, just to find out Luxrender and SmallLuxGPU does not work with the new Bmesh system (I'm pretty sure that's what's wrong). I then decided to downgrade to 2.6.2 again, and got this brilliant idea: "Why spend all that time downloading and installing Blender 2.6.2, and having to install the plugins/addons again, when I can just restore it all from my latest backup?" Took 4-5 hours for it to restore 200 MB, and I had no way of canceling it. I am not amused ಠ_ಠ [b]EDIT:[/b] What is wrong with Facepunch today? Line breaks don't work...[/QUOTE]
Go to your account settings and turn off the WYSIWYG editor.
I had this problem myself some days ago.
[QUOTE=dookster;35750124]I'd love to see this textured before you start anything else.[/QUOTE]
Tell me how to texture then :v:
I have no fucking clue how.
[B]Edit:[/B][I]
Sorry that sounds a lil harsh, going to look up tutorials now.
[/I]
[editline]29th April 2012[/editline]
Okay, unrwapping really is nothing I like to do .__.
[QUOTE=Fan-Fanatic;35757490]Tell me how to texture then :v:
I have no fucking clue how.
[B]Edit:[/B][I]
Sorry that sounds a lil harsh, going to look up tutorials now.
[/I]
[editline]29th April 2012[/editline]
Okay, unrwapping really is nothing I like to do .__.[/QUOTE]
Are you using Blender?
Yes ... why ?
[img]http://media.moddb.com/images/members/1/96/95390/killzone2revolver.png[/img]
lots of placeholder stuff
[QUOTE=DeanWinchester;35748676]...of course for more complex stuff you still need 3ds Max or Maya unless you plan on spending a few hours going the "long way" in Blender, there are also a lot of "less popular" features in Blender that most people don't know about and use as an excuse to give it up.
[/QUOTE]
What stuff do you need Max or Maya for that you can't do in Blender?
...I'm not criticising just haven't bumped into anything I needed them for myself and am curious.
[QUOTE=DeanWinchester;35748676]
Lately the only thing turning me down on Blender was the lack of Bevel (it was available as a Modifier but not as a poly modeling tool) and Bridge, which were introduced in the latest version released yesterday, along with N-Gons and a better Knife tool.[/QUOTE]
Yeah well actually the Looptools addon integrated in blender had an even better bridge than the Bmesh bridge tool. It had options for twist and reversing for example.
The 2.63 bridge is only for edgeloop bridging unfortunately. There are other mesh tools lacking in this official release as well.
I haven't been able to work with blender without some handy addons for a long time.
Reason these modelling addons weren't integrated into trunk was because Bmesh was "just around the corner".
Bmesh was supposed to be released...3 years ago?
I get the lead dev has chronic health problems but it's pretty weird to put all mesh development on hold for that.
Anyway...new knife tool is cool but there are some downgrades compared to what you had before with addons.
[QUOTE=Fan-Fanatic;35758461]Yes ... why ?[/QUOTE]
Because I'm either going to link you to a tutorial or write on for you (if I can't find one good enough) :v:
[editline]Blah[/editline]
[url]http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[/url]
Here's a pretty basic one. It's for 2.4, but you should have no problem using it in 2.5. If you still have trouble with unwrapping the sniper, I'm sure I can find one for weapons specifically.
[QUOTE=clb;35755644]I was rendering this as a test render.
And I decided to upgrade Blender to the new version 2.6.3 before doing the final render, just to find out Luxrender and SmallLuxGPU does not work with the new Bmesh system (I'm pretty sure that's what's wrong).
[/QUOTE]
There's a new option for saving .blend files which allows you to save meshes as legacy meshes. If you haven't enabled that then that could cause the problems.
[QUOTE=Fan-Fanatic;35757490]Tell me how to texture then :v:
I have no fucking clue how.
[B]Edit:[/B][I]
Sorry that sounds a lil harsh, going to look up tutorials now.
[/I]
[editline]29th April 2012[/editline]
Okay, unrwapping really is nothing I like to do .__.[/QUOTE]
It's fine, I can sympathise having only started modelling myself in September :v:
[QUOTE=ben_lind;35758798]There's a new option for saving .blend files which allows you to save meshes as legacy meshes. If you haven't enabled that then that could cause the problems.[/QUOTE]
The model I was trying to render was made in 2.6.2 (I just opened the file in 2.6.3 and pressed Render) so the mesh would already be triangles and quads if that makes a difference...
It gives me this error:
[t]http://puu.sh/s6nO[/t]
[video=youtube;W4QDpRoW8ek]http://www.youtube.com/watch?v=W4QDpRoW8ek&feature=youtu.be[/video]
Here is another smoke/fire simulation test.
[QUOTE=matreox;35759271][video=youtube;W4QDpRoW8ek]http://www.youtube.com/watch?v=W4QDpRoW8ek&feature=youtu.be[/video]
Here is another smoke/fire simulation test.[/QUOTE]
I can't decide whether it looks cartoony or just like mustard. Does Cinema 4D not have realistic smoke/fire?
[QUOTE=Dr. Evilcop;35759282]I can't decide whether it looks cartoony or just like mustard. Does Cinema 4D not have realistic smoke/fire?[/QUOTE]
Oh it does, this was a very low voxel count, to test how it reacts, then I can just upres the shit out of it and it calculates the details too :P
Testing my CPU with some a fluid particle simulation.
10.000.000 particles.
I already baked 293/600 frames in about 9 hours.
(My 3.000.000 simulation took 9h for 260frames with my old CPU)
Frame 132 with about 347.000.000 Polygons:
[URL="http://mitsuma.de/files/01.png"][img]http://www.abload.de/img/016kbtm.png[/img][/URL]
Frame 293 with about 467.000.000 Polygons:
[URL="http://mitsuma.de/files/02.png"][IMG]http://www.abload.de/img/02wxyd6.png[/IMG][/URL]
Click the image for full 7.680 x 4.320 images.
The number of polygons and particles will reach it's max. at frame 400.
(30GB cache files at 293 frames.)
It's stuff for my R8 i guess
[IMG]http://oi50.tinypic.com/5anjhi.jpg[/IMG]
[img]http://dl.dropbox.com/u/1157653/cylinder.png[/img]
yay
edit
[img]http://dl.dropbox.com/u/1157653/killzone2revolver.png[/img]
Needs more smoothing [img]http://02d9656.netsoljsp.com/SarcMark/images/graphics/rk.png[/img]
[QUOTE=clb;35759111]The model I was trying to render was made in 2.6.2 (I just opened the file in 2.6.3 and pressed Render) so the mesh would already be triangles and quads if that makes a difference...
It gives me this error:
[t]http://puu.sh/s6nO[/t][/QUOTE]
Luxrender probably isn't compatible with 2.63 as it has just been released. You could always make your stuff in 2.63 and save as legacy and render in 2.62.
It seems the attribute for calling faces has changed from "mesh.faces" to "mesh.tessfaces" which is causing scripts for 2.62 to break.
[URL="http://blenderartists.org/forum/showthread.php?249755-SVN-Head-AttributeError-Mesh-object-has-no-attribute-faces"]http://blenderartists.org/forum/showthread.php?249755-SVN-Head-AttributeError-Mesh-object-has-no-attribute-faces[/URL]
Edit: Probably not the only reason but the one that's visible. Everything regarding meshes has basically changed in blender in the 2.63 release so it will break a lot of addons.
[QUOTE=ben_lind;35762441]Luxrender probably isn't compatible with 2.63 as it has just been released. You could always make your stuff in 2.63 and save as legacy and render in 2.62.
It seems the attribute for calling faces has changed from "mesh.faces" to "mesh.tessfaces" which is causing scripts for 2.62 to break.
[URL="http://blenderartists.org/forum/showthread.php?249755-SVN-Head-AttributeError-Mesh-object-has-no-attribute-faces"]http://blenderartists.org/forum/showthread.php?249755-SVN-Head-AttributeError-Mesh-object-has-no-attribute-faces[/URL]
Edit: Probably not the only reason but the one that's visible. Everything regarding meshes has basically changed in blender in the 2.63 release so it will break a lot of addons.[/QUOTE]
Yeah, and Luxrender development seems to be going a bit slow lately (especially SmallLuxGPU).
For now I'm just using both 2.62 and 2.63.
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